Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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0fcf8c4fa5 | ||
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889c6d465b |
No files matched your search
+7
-1
@@ -28,6 +28,12 @@ namespace FRG {
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return Eigen::Vector3f(j[0].get<float>(), j[1].get<float>(), j[2].get<float>());
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}
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static Vec3fp readVec3fp(const json& j) {
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if (!j.is_array() || j.size() != 3) return Vec3fp();
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return Vec3fp(static_cast<fp>(j[0].get<double>()), static_cast<fp>(j[1].get<double>()), static_cast<fp>(j[2].get<double>()));
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}
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bool LocationConfig::fromFile(const std::string& path, const std::string& zipFile, LocationConfig& out) {
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json j;
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if (!parseJsonFile(path, zipFile, j)) return false;
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@@ -43,7 +49,7 @@ namespace FRG {
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out.teleportsJsonPath = j.value("teleports", "");
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out.triggerZonesJsonPath = j.value("triggerZones", "");
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out.lightsJsonPath = j.value("lights", "");
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if (j.contains("playerPosition")) out.playerPosition = readVec3(j["playerPosition"]);
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if (j.contains("playerPosition")) out.playerPosition = readVec3fp(j["playerPosition"]);
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out.lockInteractiveObjectsDuringTutorial = j.value("lockInteractiveObjectsDuringTutorial", false);
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out.loadingScreenPath = j.value("loadingScreen", "");
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+2
-1
@@ -5,6 +5,7 @@
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#include <optional>
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#include <string>
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#include <vector>
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#include "navigation/PathFinder.h"
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namespace FRG {
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@@ -21,7 +22,7 @@ namespace FRG {
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std::string teleportsJsonPath;
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std::string triggerZonesJsonPath;
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std::string lightsJsonPath;
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Eigen::Vector3f playerPosition = Eigen::Vector3f::Zero();
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Vec3fp playerPosition;
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// Where the taxi drives in when the player calls it. No taxi when absent.
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struct Taxi {
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+33
-43
@@ -42,19 +42,9 @@ bool Character::isMoving() const {
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return state && state->isMoving();
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}
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Eigen::Vector3f Character::getRequestedWalkTarget() const {
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auto state = stateSnapshot();
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return state ? state->getRequestedWalkTarget() : Eigen::Vector3f::Zero();
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}
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Eigen::Vector3f Character::getCurrentNavigationTarget() const {
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auto state = stateSnapshot();
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return state ? state->getCurrentNavigationTarget() : Eigen::Vector3f::Zero();
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}
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Eigen::Vector3f Character::renderPosition() const {
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auto state = stateSnapshot();
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return state ? interpolatedState(*state).position : Eigen::Vector3f::Zero();
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return state ? interpolatedState(*state).position.toEigen() : Eigen::Vector3f::Zero();
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}
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float Character::getHp() const {
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@@ -181,8 +171,8 @@ CharacterState Character::interpolatedState(const CharacterState& state) const {
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const float alpha = (std::max)(0.0f, (std::min)(1.0f, elapsedMs / kSimulationTickMs));
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CharacterState result = state;
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result.position = previousPresentationSample_.position +
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alpha * (currentPresentationSample_.position - previousPresentationSample_.position);
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result.position = Vec3fp::fromEigen(previousPresentationSample_.position +
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alpha * (currentPresentationSample_.position - previousPresentationSample_.position));
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constexpr float kPi = 3.14159265358979323846f;
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constexpr float kTwoPi = 2.0f * kPi;
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@@ -190,7 +180,7 @@ CharacterState Character::interpolatedState(const CharacterState& state) const {
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previousPresentationSample_.facingAngle;
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while (angleDelta > kPi) angleDelta -= kTwoPi;
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while (angleDelta < -kPi) angleDelta += kTwoPi;
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result.facingAngle = previousPresentationSample_.facingAngle + alpha * angleDelta;
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result.facingAngle = static_cast<fp>(previousPresentationSample_.facingAngle + alpha * angleDelta);
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if (previousPresentationSample_.currentState == state.currentState &&
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currentPresentationSample_.currentState == state.currentState) {
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float previousFrame = previousPresentationSample_.animationFrame;
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@@ -235,8 +225,8 @@ void Character::update(int64_t deltaMs, const CharacterUpdateEvents* events) {
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const auto now = std::chrono::steady_clock::now();
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PresentationSample sample;
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sample.position = state.position;
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sample.facingAngle = state.facingAngle;
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sample.position = state.position.toEigen();
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sample.facingAngle = static_cast<float>(state.facingAngle);
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sample.animationFrame = state.animationFrame;
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sample.currentState = state.currentState;
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sample.enabled = state.enabled;
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@@ -299,8 +289,8 @@ void Character::draw(Renderer& renderer) {
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -353,8 +343,8 @@ void Character::drawGpuSkinning(Renderer& renderer, const CharacterState& state)
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -417,8 +407,8 @@ void Character::drawAttachedWeapon(Renderer& renderer, const CharacterState& sta
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Eigen::Matrix4f currentBone = anim.gpuSkinningShaderData.skinningMatrices[boneIdx] * bindBone;
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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renderer.TranslateMatrix(Eigen::Vector3f(currentBone.block<3, 1>(0, 3)));
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@@ -452,8 +442,8 @@ void Character::drawShadowDepthCpu(Renderer& renderer, const CharacterState& sta
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if (it == animations.end()) return;
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -488,8 +478,8 @@ void Character::drawShadowDepthGpuSkinning(Renderer& renderer, const CharacterSt
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renderer.shaderManager.PushShader(shadowSkinningShader);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -561,8 +551,8 @@ void Character::drawCpuWithShadow(Renderer& renderer, const CharacterState& stat
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -623,8 +613,8 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const CharacterSta
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -726,8 +716,8 @@ void Character::drawNightGpuSkinning(Renderer& renderer,
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -798,8 +788,8 @@ void Character::drawNightCpu(Renderer& renderer,
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -900,8 +890,8 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -985,8 +975,8 @@ void Character::drawNightCpuWithShadow(Renderer& renderer,
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(state.modelScale);
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renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
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@@ -1027,7 +1017,7 @@ void Character::setupHitSparks(std::shared_ptr<Texture> sparkTexture) {
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}
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void Character::presentDamage(float hp, float maxHp,
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const Eigen::Vector3f& attackDirection,
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const Vec3fp& attackDirection,
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const std::string& attackerId) {
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if (onHpChanged)
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onHpChanged(hp, maxHp, attackerId);
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@@ -1037,9 +1027,9 @@ void Character::presentDamage(float hp, float maxHp,
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if (!stateSnapshot) return;
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const CharacterState& state = *stateSnapshot;
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Eigen::Vector3f emitPos = state.position + Eigen::Vector3f(0.f, 1.f, 0.f);
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Eigen::Vector3f emitPos = state.position.toEigen() + Eigen::Vector3f(0.f, 1.f, 0.f);
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hitSparkEmitter.resetEmissionPoints({ emitPos });
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hitSparkEmitter.setEmissionDirection(attackDirection);
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hitSparkEmitter.setEmissionDirection(attackDirection.toEigen());
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static std::mt19937 gen(std::random_device{}());
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std::uniform_int_distribution<int> countDist(10, 15);
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@@ -1065,7 +1055,7 @@ static void drawCharacterNameLabel(
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if (!state.enabled || state.hp <= 0.f || displayName.empty()) return;
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Eigen::Vector4f worldPos(
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state.position.x(), state.position.y() + 1.83f, state.position.z(), 1.f);
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static_cast<float>(state.position.x), static_cast<float>(state.position.y) + 1.83f, static_cast<float>(state.position.z), 1.f);
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Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
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if (clip.w() <= 0.f) return;
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@@ -1126,7 +1116,7 @@ void Character::drawHealthBar(Renderer& renderer,
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if (state.hp <= 0.f) return;
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if (state.initialHp <= 0.f) return;
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|
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Eigen::Vector4f worldPos(state.position.x(), state.position.y() + 1.75f, state.position.z(), 1.f);
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Eigen::Vector4f worldPos(static_cast<float>(state.position.x), static_cast<float>(state.position.y) + 1.75f, static_cast<float>(state.position.z), 1.f);
|
||||
Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
|
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if (clip.w() <= 0.f) return;
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float ndcX = clip.x() / clip.w();
|
||||
|
||||
+1
-3
@@ -55,7 +55,7 @@ public:
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void update(int64_t deltaMs, const CharacterUpdateEvents* events = nullptr);
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|
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// ---- Damage ----
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void presentDamage(float hp, float maxHp, const Eigen::Vector3f& attackDirection,
|
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void presentDamage(float hp, float maxHp, const Vec3fp& attackDirection,
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const std::string& attackerId);
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||||
|
||||
// ---- Spark setup ----
|
||||
@@ -93,8 +93,6 @@ public:
|
||||
|
||||
// ---- Query helpers (read immutable snapshots) ----
|
||||
bool isMoving() const;
|
||||
Eigen::Vector3f getRequestedWalkTarget() const;
|
||||
Eigen::Vector3f getCurrentNavigationTarget() const;
|
||||
Eigen::Vector3f renderPosition() const;
|
||||
float getHp() const;
|
||||
|
||||
|
||||
+202
-167
@@ -9,7 +9,13 @@ namespace {
|
||||
// Tick counts are authoritative and therefore independent of render rate.
|
||||
constexpr float ATTACK_COOLDOWN_TIME = 1.6f;
|
||||
constexpr float HOME_DRIFT_CHECK_INTERVAL = 5.0f;
|
||||
fp HOME_DRIFT_CHECK_INTERVAL_FP = static_cast<fp>(HOME_DRIFT_CHECK_INTERVAL);
|
||||
constexpr float TARGET_REPLAN_THRESHOLD = 0.25f;
|
||||
|
||||
fp TARGET_REPLAN_THRESHOLD_SQUARED = static_cast<fp>(TARGET_REPLAN_THRESHOLD * TARGET_REPLAN_THRESHOLD);
|
||||
|
||||
|
||||
|
||||
constexpr float PI = 3.14159265358979323846f;
|
||||
constexpr int BLOCKED_REPLAN_TICKS = 3;
|
||||
|
||||
@@ -25,8 +31,8 @@ std::uint32_t stableIdHash(const std::string& value)
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||||
}
|
||||
|
||||
void CharacterState::configureAsPlayer() {
|
||||
walkSpeed = 3.0f;
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||||
rotationSpeed = 8.0f;
|
||||
walkSpeed = static_cast<fp>(3.0f);
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||||
rotationSpeed = static_cast < fp>(8.0f);
|
||||
modelScale = 1.f;
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||||
modelCorrectionRotation = Eigen::Quaternionf(
|
||||
Eigen::AngleAxisf(PI, Eigen::Vector3f::UnitY()) *
|
||||
@@ -66,12 +72,12 @@ void CharacterState::scheduleNextNavigationRetry()
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||||
}
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||||
|
||||
bool CharacterState::isMoving() const {
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||||
Eigen::Vector3f toTarget = walkTarget - position;
|
||||
toTarget.y() = 0.f;
|
||||
return !pathWaypoints.empty() || toTarget.norm() > kWalkThreshold;
|
||||
Vec3fp toTarget = walkTarget - position;
|
||||
toTarget.y = static_cast<fp>(0.f);
|
||||
return !pathWaypoints.empty() || toTarget.normSquared() > kWalkThreshold_SQUARED();
|
||||
}
|
||||
|
||||
Eigen::Vector3f CharacterState::getCurrentNavigationTarget() const {
|
||||
Vec3fp CharacterState::getCurrentNavigationTarget() const {
|
||||
if (!pathWaypoints.empty() && currentWaypointIndex < pathWaypoints.size()) {
|
||||
return pathWaypoints[currentWaypointIndex];
|
||||
}
|
||||
@@ -79,31 +85,34 @@ Eigen::Vector3f CharacterState::getCurrentNavigationTarget() const {
|
||||
}
|
||||
|
||||
void CharacterState::stopInPlace() {
|
||||
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
|
||||
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
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||||
requestedWalkTarget = walkTarget;
|
||||
pathWaypoints.clear();
|
||||
currentWaypointIndex = 0;
|
||||
onArrivedCallbackName.clear();
|
||||
movementBlockedTicks = 0;
|
||||
navigationRetryTicks = 0;
|
||||
blockingCharacterId.clear();
|
||||
velocity = Vec2fp(fp(0), fp(0));
|
||||
preferredVelocity = Vec2fp(fp(0), fp(0));
|
||||
}
|
||||
|
||||
void CharacterState::setTarget(
|
||||
const Eigen::Vector3f& target,
|
||||
const Vec3fp& target,
|
||||
std::string callbackName,
|
||||
const LocationNetworkState& location,
|
||||
const std::string& entityId)
|
||||
{
|
||||
const Eigen::Vector3f normalizedTarget(target.x(), 0.f, target.z());
|
||||
|
||||
|
||||
const Vec3fp normalizedTarget(target.x, static_cast<fp>(0.f), target.z);
|
||||
const bool sameRequestedTarget =
|
||||
(normalizedTarget - requestedWalkTarget).norm() <= TARGET_REPLAN_THRESHOLD;
|
||||
(normalizedTarget - requestedWalkTarget).normSquared() <= TARGET_REPLAN_THRESHOLD_SQUARED;
|
||||
const bool alreadyMovingToTarget =
|
||||
!pathWaypoints.empty() ||
|
||||
(walkTarget - normalizedTarget).norm() <= TARGET_REPLAN_THRESHOLD;
|
||||
(walkTarget - normalizedTarget).normSquared() <= TARGET_REPLAN_THRESHOLD_SQUARED;
|
||||
const bool stoppedAfterFailedPath =
|
||||
pathWaypoints.empty() &&
|
||||
(walkTarget - position).norm() <= TARGET_REPLAN_THRESHOLD;
|
||||
(walkTarget - position).normSquared() <= TARGET_REPLAN_THRESHOLD_SQUARED;
|
||||
if (callbackName.empty() && sameRequestedTarget &&
|
||||
(alreadyMovingToTarget || stoppedAfterFailedPath)) {
|
||||
return;
|
||||
@@ -113,18 +122,30 @@ void CharacterState::setTarget(
|
||||
onArrivedCallbackName = std::move(callbackName);
|
||||
movementBlockedTicks = 0;
|
||||
navigationRetryTicks = 0;
|
||||
blockingCharacterId.clear();
|
||||
|
||||
pathWaypoints = location.navigationMaps[location.activeNavigationIndex].findPathToNearest(this->position, target);
|
||||
// В setTarget и forceReplan:
|
||||
if (location.activeNavigationIndex < 0 ||
|
||||
location.activeNavigationIndex >= static_cast<int>(location.navigationMaps.size())) {
|
||||
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
|
||||
return;
|
||||
}
|
||||
|
||||
pathWaypoints = location.navigationMaps[location.activeNavigationIndex]
|
||||
.findPathToNearest(this->position, normalizedTarget);
|
||||
|
||||
// Сразу целимся во второй элемент (индекс 1), так как индекс 0 — это точка старта
|
||||
currentWaypointIndex = (pathWaypoints.size() > 1) ? 1 : 0;
|
||||
|
||||
currentWaypointIndex = 0;
|
||||
if (!pathWaypoints.empty()) {
|
||||
for (Eigen::Vector3f& waypoint : pathWaypoints) waypoint.y() = 0.f;
|
||||
for (Vec3fp& waypoint : pathWaypoints)
|
||||
{
|
||||
waypoint.y = static_cast<fp>(0.f);
|
||||
}
|
||||
walkTarget = pathWaypoints.back();
|
||||
return;
|
||||
}
|
||||
|
||||
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
|
||||
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
|
||||
if (!isPlayer) scheduleNextNavigationRetry();
|
||||
}
|
||||
|
||||
@@ -132,22 +153,31 @@ void CharacterState::forceReplan(
|
||||
const LocationNetworkState& location,
|
||||
const std::string& entityId)
|
||||
{
|
||||
const Eigen::Vector3f normalizedTarget(
|
||||
requestedWalkTarget.x(), 0.f, requestedWalkTarget.z());
|
||||
const Vec3fp normalizedTarget(
|
||||
requestedWalkTarget.x, static_cast<fp>(0.f), requestedWalkTarget.z);
|
||||
|
||||
pathWaypoints = location.navigationMaps[location.activeNavigationIndex].findPathToNearest(this->position, normalizedTarget);
|
||||
|
||||
currentWaypointIndex = 0;
|
||||
movementBlockedTicks = 0;
|
||||
navigationRetryTicks = 0;
|
||||
if (!pathWaypoints.empty()) {
|
||||
for (Eigen::Vector3f& waypoint : pathWaypoints) waypoint.y() = 0.f;
|
||||
walkTarget = pathWaypoints.back();
|
||||
blockingCharacterId.clear();
|
||||
if (location.activeNavigationIndex < 0 ||
|
||||
location.activeNavigationIndex >= static_cast<int>(location.navigationMaps.size())) {
|
||||
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
|
||||
return;
|
||||
}
|
||||
|
||||
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
|
||||
pathWaypoints = location.navigationMaps[location.activeNavigationIndex]
|
||||
.findPathToNearest(this->position, normalizedTarget);
|
||||
|
||||
currentWaypointIndex = (pathWaypoints.size() > 1) ? 1 : 0;
|
||||
movementBlockedTicks = 0;
|
||||
navigationRetryTicks = 0;
|
||||
|
||||
if (!pathWaypoints.empty()) {
|
||||
for (Vec3fp& waypoint : pathWaypoints) {
|
||||
waypoint.y = static_cast<fp>(0.f);
|
||||
}
|
||||
walkTarget = pathWaypoints.back();
|
||||
return;
|
||||
}
|
||||
|
||||
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
|
||||
if (!isPlayer) scheduleNextNavigationRetry();
|
||||
}
|
||||
|
||||
@@ -209,145 +239,134 @@ CharacterUpdateEvents CharacterState::update(
|
||||
attack = 0;
|
||||
attackTargetId.clear();
|
||||
} else {
|
||||
const float distance = (attackTarget->position - position).norm();
|
||||
if (distance >= visibleRange) {
|
||||
if ((attackTarget->position - requestedWalkTarget).norm() >
|
||||
TARGET_REPLAN_THRESHOLD) {
|
||||
const fp distanceSquared = (attackTarget->position - position).normSquared();
|
||||
if (distanceSquared >= visibleRange* visibleRange) {
|
||||
if ((attackTarget->position - requestedWalkTarget).normSquared() >
|
||||
TARGET_REPLAN_THRESHOLD_SQUARED) {
|
||||
events.navigationRequested = true;
|
||||
events.navigationTarget = attackTarget->position;
|
||||
}
|
||||
battle_state = 0;
|
||||
} else if (distance >= 1.25f) {
|
||||
if ((attackTarget->position - requestedWalkTarget).norm() > TARGET_REPLAN_THRESHOLD) {
|
||||
} else if (distanceSquared >= static_cast<fp>(1.25f*1.25f)) {
|
||||
if ((attackTarget->position - requestedWalkTarget).normSquared() > TARGET_REPLAN_THRESHOLD_SQUARED) {
|
||||
events.navigationRequested = true;
|
||||
events.navigationTarget = attackTarget->position;
|
||||
}
|
||||
battle_state = 0;
|
||||
} else {
|
||||
battle_state = 1;
|
||||
velocity = Vec2fp(fp(0), fp(0));
|
||||
}
|
||||
}
|
||||
|
||||
const Eigen::Vector3f activeTarget = getCurrentNavigationTarget();
|
||||
const Eigen::Vector3f lookTarget =
|
||||
battle_state == 1 && attackTarget ? attackTarget->position : activeTarget;
|
||||
const Vec3fp activeTarget = getCurrentNavigationTarget();
|
||||
|
||||
if (currentState == AnimationState::WALK || currentState == AnimationState::STAND) {
|
||||
Eigen::Vector3f toTarget = activeTarget - position;
|
||||
toTarget.y() = 0.f;
|
||||
const float distance = toTarget.norm();
|
||||
if (distance > kWalkThreshold) {
|
||||
const Eigen::Vector3f direction = toTarget / distance;
|
||||
const float moveAmount = walkSpeed * static_cast<float>(deltaMs) / 1000.f;
|
||||
Eigen::Vector3f candidate =
|
||||
moveAmount >= distance ? activeTarget : position + direction * moveAmount;
|
||||
candidate.y() = 0.f;
|
||||
const CharacterMovementObstacle* blocker = nullptr;
|
||||
if (context.movementObstacles) {
|
||||
for (const CharacterMovementObstacle& obstacle :
|
||||
*context.movementObstacles) {
|
||||
if (obstacle.id == context.characterId) continue;
|
||||
Eigen::Vector3f startDelta = position - obstacle.position;
|
||||
Eigen::Vector3f endDelta = candidate - obstacle.position;
|
||||
startDelta.y() = 0.f;
|
||||
endDelta.y() = 0.f;
|
||||
const float minimumDistance =
|
||||
movementContactRadius + obstacle.radius;
|
||||
const float minimumDistanceSq =
|
||||
minimumDistance * minimumDistance;
|
||||
const Eigen::Vector3f segment = candidate - position;
|
||||
const float segmentLengthSq =
|
||||
segment.x() * segment.x() + segment.z() * segment.z();
|
||||
float t = 0.f;
|
||||
if (segmentLengthSq > 1e-8f) {
|
||||
t = -(startDelta.x() * segment.x() +
|
||||
startDelta.z() * segment.z()) / segmentLengthSq;
|
||||
t = (std::max)(0.f, (std::min)(1.f, t));
|
||||
preferredVelocity = Vec2fp(fp(0), fp(0));
|
||||
|
||||
if (hp > 0.f && battle_state == 0 && !pathWaypoints.empty() &&
|
||||
(currentState == AnimationState::WALK || currentState == AnimationState::STAND))
|
||||
{
|
||||
// Если мы уже достигли промежуточного waypoint'а, сразу переключаемся на следующий в этом же тике
|
||||
while (!pathWaypoints.empty() && currentWaypointIndex + 1 < pathWaypoints.size()) {
|
||||
Vec3fp diff = pathWaypoints[currentWaypointIndex] - position;
|
||||
diff.y = fp(0);
|
||||
if (diff.normSquared() <= kWalkThreshold_SQUARED()) {
|
||||
++currentWaypointIndex;
|
||||
}
|
||||
Eigen::Vector3f closest = startDelta + segment * t;
|
||||
closest.y() = 0.f;
|
||||
const bool movingCloser =
|
||||
endDelta.squaredNorm() + 1e-6f < startDelta.squaredNorm();
|
||||
if (movingCloser &&
|
||||
closest.squaredNorm() < minimumDistanceSq) {
|
||||
blocker = &obstacle;
|
||||
else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const Vec3fp currentTarget = getCurrentNavigationTarget();
|
||||
Vec3fp toTarget = currentTarget - position;
|
||||
toTarget.y = fp(0);
|
||||
const fp distanceSquared = toTarget.normSquared();
|
||||
|
||||
if (distanceSquared > kWalkThreshold_SQUARED()) {
|
||||
const fp distance = fpm::sqrt(distanceSquared);
|
||||
const fp dtSec = static_cast<fp>(deltaMs) / fp(1000);
|
||||
|
||||
fp desiredSpeed = distance / dtSec;
|
||||
if (desiredSpeed > walkSpeed) {
|
||||
desiredSpeed = walkSpeed;
|
||||
}
|
||||
if (blocker) {
|
||||
blockingCharacterId = blocker->id;
|
||||
|
||||
preferredVelocity = Vec2fp(
|
||||
(toTarget.x / distance) * desiredSpeed,
|
||||
(toTarget.z / distance) * desiredSpeed
|
||||
);
|
||||
|
||||
// Если стартуем с места — сразу целим поворот на точку,
|
||||
// а в движении угол скорректирует Фаза 3 по реальному вектору ORCA (newVel)
|
||||
if (velocity.lengthSq() <= static_cast<fp>(0.05f)) {
|
||||
targetFacingAngle = fpm::atan2(toTarget.x, -toTarget.z);
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Дошли до ФИНАЛЬНОЙ точки маршрута
|
||||
velocity = Vec2fp(fp(0), fp(0));
|
||||
if (currentState == AnimationState::WALK) {
|
||||
currentState = AnimationState::STAND;
|
||||
const bool sameDirection =
|
||||
blocker->moving &&
|
||||
blocker->movementDirection.dot(direction) > 0.5f;
|
||||
if (sameDirection) {
|
||||
movementBlockedTicks = 0;
|
||||
} else if (++movementBlockedTicks >= BLOCKED_REPLAN_TICKS) {
|
||||
if (isPlayer) {
|
||||
stopInPlace();
|
||||
} else {
|
||||
pathWaypoints.clear();
|
||||
currentWaypointIndex = 0;
|
||||
walkTarget =
|
||||
Eigen::Vector3f(position.x(), 0.f, position.z());
|
||||
movementBlockedTicks = 0;
|
||||
scheduleNextNavigationRetry();
|
||||
navigationPausedThisTick = true;
|
||||
resetAnim = true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
movedLastTick =
|
||||
(candidate - position).squaredNorm() > 1e-8f;
|
||||
position = candidate;
|
||||
movementBlockedTicks = 0;
|
||||
blockingCharacterId.clear();
|
||||
}
|
||||
targetFacingAngle = std::atan2(direction.x(), -direction.z());
|
||||
if (!blocker) currentState = AnimationState::WALK;
|
||||
} else {
|
||||
currentState = AnimationState::STAND;
|
||||
const bool completedPath = !pathWaypoints.empty();
|
||||
const bool hasNextWaypoint =
|
||||
!pathWaypoints.empty() && currentWaypointIndex + 1 < pathWaypoints.size();
|
||||
if (hasNextWaypoint) {
|
||||
++currentWaypointIndex;
|
||||
} else {
|
||||
pathWaypoints.clear();
|
||||
currentWaypointIndex = 0;
|
||||
|
||||
if (completedPath &&
|
||||
(requestedWalkTarget - position).norm() >
|
||||
TARGET_REPLAN_THRESHOLD &&
|
||||
!isPlayer)
|
||||
(requestedWalkTarget - position).normSquared() > TARGET_REPLAN_THRESHOLD_SQUARED &&
|
||||
!isPlayer) {
|
||||
scheduleNextNavigationRetry();
|
||||
}
|
||||
if (completedPath && !onArrivedCallbackName.empty()) {
|
||||
events.arrivedCallbackName = onArrivedCallbackName;
|
||||
onArrivedCallbackName.clear();
|
||||
}
|
||||
}
|
||||
|
||||
if (faceTarget) {
|
||||
Eigen::Vector3f toFace = faceTarget->position - position;
|
||||
toFace.y() = 0.f;
|
||||
const float distanceToFace = toFace.norm();
|
||||
targetFacingAngle = distanceToFace > 1e-3f
|
||||
? std::atan2(toFace.x() / distanceToFace, -toFace.z() / distanceToFace)
|
||||
Vec3fp toFace = faceTarget->position - position;
|
||||
toFace.y = fp(0);
|
||||
const fp distanceToFace = fpm::sqrt(toFace.normSquared());
|
||||
targetFacingAngle = distanceToFace > static_cast<fp>(1e-3f)
|
||||
? fpm::atan2(toFace.x / distanceToFace, -toFace.z / distanceToFace)
|
||||
: facingAngle;
|
||||
} else if (!faceTargetId.empty()) {
|
||||
}
|
||||
else if (!faceTargetId.empty()) {
|
||||
faceTargetId.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (hp > 0.f && battle_state == 0 && pathWaypoints.empty() &&
|
||||
(currentState == AnimationState::WALK || currentState == AnimationState::STAND))
|
||||
{
|
||||
// Маршрута нет — стоим на месте и при необходимости поворачиваемся к faceTarget
|
||||
velocity = Vec2fp(fp(0), fp(0));
|
||||
if (currentState == AnimationState::WALK) {
|
||||
currentState = AnimationState::STAND;
|
||||
resetAnim = true;
|
||||
}
|
||||
if (faceTarget) {
|
||||
Vec3fp toFace = faceTarget->position - position;
|
||||
toFace.y = fp(0);
|
||||
const fp distanceToFace = fpm::sqrt(toFace.normSquared());
|
||||
targetFacingAngle = distanceToFace > static_cast<fp>(1e-3f)
|
||||
? fpm::atan2(toFace.x / distanceToFace, -toFace.z / distanceToFace)
|
||||
: facingAngle;
|
||||
}
|
||||
else if (!faceTargetId.empty()) {
|
||||
faceTargetId.clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!isPlayer && !navigationPausedThisTick && pathWaypoints.empty() &&
|
||||
(requestedWalkTarget - position).norm() > TARGET_REPLAN_THRESHOLD &&
|
||||
(requestedWalkTarget - position).normSquared() > TARGET_REPLAN_THRESHOLD_SQUARED &&
|
||||
!events.navigationRequested) {
|
||||
if (navigationRetryTicks > 0) --navigationRetryTicks;
|
||||
if (navigationRetryTicks == 0) {
|
||||
events.navigationRequested = true;
|
||||
events.forceNavigationReplan = true;
|
||||
events.navigationTarget = requestedWalkTarget;
|
||||
events.blockingCharacterId = blockingCharacterId;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -358,9 +377,11 @@ CharacterUpdateEvents CharacterState::update(
|
||||
resetAnim = true;
|
||||
attackTargetId.clear();
|
||||
}
|
||||
} else if (battle_state == 1 && attackTarget) {
|
||||
targetFacingAngle = std::atan2(
|
||||
lookTarget.x() - position.x(), -(lookTarget.z() - position.z()));
|
||||
}
|
||||
else if (battle_state == 1 && attackTarget) {
|
||||
targetFacingAngle = fpm::atan2(
|
||||
attackTarget->position.x - position.x, -(attackTarget->position.z - position.z));
|
||||
|
||||
if (currentState == AnimationState::STAND || currentState == AnimationState::WALK) {
|
||||
currentState = AnimationState::STAND_TO_ACTION;
|
||||
resetAnim = true;
|
||||
@@ -384,24 +405,25 @@ CharacterUpdateEvents CharacterState::update(
|
||||
resetAnim = true;
|
||||
}
|
||||
|
||||
float angleDiff = targetFacingAngle - facingAngle;
|
||||
while (angleDiff > PI) angleDiff -= 2.f * PI;
|
||||
while (angleDiff < -PI) angleDiff += 2.f * PI;
|
||||
const float rotationStep = rotationSpeed * static_cast<float>(deltaMs) / 1000.f;
|
||||
if (std::fabs(angleDiff) <= rotationStep) {
|
||||
fp angleDiff = targetFacingAngle - facingAngle;
|
||||
const fp PIfp = static_cast<fp>(PI);
|
||||
while (angleDiff > PIfp) angleDiff -= static_cast<fp>(2.f) * PIfp;
|
||||
while (angleDiff < -PIfp) angleDiff += static_cast<fp>(2.f) * PIfp;
|
||||
const fp rotationStep = rotationSpeed * static_cast<fp>(deltaMs) / static_cast<fp>(1000.f);
|
||||
if (fpm::abs(angleDiff) <= rotationStep) {
|
||||
facingAngle = targetFacingAngle;
|
||||
faceTargetId.clear();
|
||||
} else {
|
||||
facingAngle += angleDiff > 0.f ? rotationStep : -rotationStep;
|
||||
facingAngle += angleDiff > static_cast<fp>(0.f) ? rotationStep : -rotationStep;
|
||||
}
|
||||
|
||||
if (!isPlayer && hp > 0.f && battle_state == 0 && maxHomeDrift > 0.f) {
|
||||
homeDriftCheckTimer -= static_cast<float>(deltaMs) / 1000.f;
|
||||
if (homeDriftCheckTimer <= 0.f) {
|
||||
homeDriftCheckTimer = HOME_DRIFT_CHECK_INTERVAL;
|
||||
Eigen::Vector3f toHome = homePosition - position;
|
||||
toHome.y() = 0.f;
|
||||
if (!isMoving() && toHome.norm() > maxHomeDrift) {
|
||||
if (!isPlayer && hp > 0.f && battle_state == 0 && maxHomeDriftSquared > static_cast<fp>(0.f)) {
|
||||
homeDriftCheckTimer -= static_cast<fp>(deltaMs) / static_cast<fp>(1000.f);
|
||||
if (homeDriftCheckTimer <= static_cast <fp>(0.f)) {
|
||||
homeDriftCheckTimer = HOME_DRIFT_CHECK_INTERVAL_FP;
|
||||
Vec3fp toHome = homePosition - position;
|
||||
toHome.y = static_cast<fp>(0.f);
|
||||
if (!isMoving() && toHome.normSquared() > maxHomeDriftSquared) {
|
||||
events.navigationRequested = true;
|
||||
events.navigationTarget = homePosition;
|
||||
}
|
||||
@@ -424,10 +446,18 @@ CharacterUpdateEvents CharacterState::update(
|
||||
events.attackImpact = true;
|
||||
events.attackTargetId = attackTargetId;
|
||||
events.attackDirection = attackTarget->position - position;
|
||||
events.attackDirection.y() = 0.f;
|
||||
const float length = events.attackDirection.norm();
|
||||
if (length > 1e-3f) events.attackDirection /= length;
|
||||
else events.attackDirection = Eigen::Vector3f::Zero();
|
||||
events.attackDirection.y = static_cast<fp>(0.f);
|
||||
const fp lengthSquared = events.attackDirection.normSquared();
|
||||
if (lengthSquared > static_cast<fp>(0.001f))
|
||||
{
|
||||
const fp length = fpm::sqrt(lengthSquared); //FP SQRT
|
||||
|
||||
events.attackDirection = events.attackDirection / length;
|
||||
}
|
||||
else
|
||||
{
|
||||
events.attackDirection = Vec3fp{};
|
||||
}
|
||||
}
|
||||
|
||||
showWeapon =
|
||||
@@ -463,9 +493,9 @@ CharacterUpdateEvents CharacterState::update(
|
||||
|
||||
void CharacterState::save(nlohmann::json& out) const
|
||||
{
|
||||
out["position"] = { position.x(), position.y(), position.z() };
|
||||
out["facingAngle"] = facingAngle;
|
||||
out["targetFacingAngle"] = targetFacingAngle;
|
||||
out["position"] = { static_cast<double>(position.x), static_cast<double>(position.y), static_cast<double>(position.z) };
|
||||
out["facingAngle"] = static_cast<double>(facingAngle);
|
||||
out["targetFacingAngle"] = static_cast<double>(targetFacingAngle);
|
||||
out["hp"] = hp;
|
||||
out["enabled"] = enabled;
|
||||
out["battle_state"] = battle_state;
|
||||
@@ -474,25 +504,24 @@ void CharacterState::save(nlohmann::json& out) const
|
||||
out["showWeapon"] = showWeapon;
|
||||
out["attackTargetId"] = attackTargetId;
|
||||
out["faceTargetId"] = faceTargetId;
|
||||
out["homePosition"] = { homePosition.x(), homePosition.y(), homePosition.z() };
|
||||
out["walkTarget"] = { walkTarget.x(), walkTarget.y(), walkTarget.z() };
|
||||
out["requestedWalkTarget"] = { requestedWalkTarget.x(), requestedWalkTarget.y(), requestedWalkTarget.z() };
|
||||
out["homePosition"] = { static_cast<double>(homePosition.x), static_cast<double>(homePosition.y), static_cast<double>(homePosition.z) };
|
||||
out["walkTarget"] = { static_cast<double>(walkTarget.x), static_cast<double>(walkTarget.y), static_cast<double>(walkTarget.z) };
|
||||
out["requestedWalkTarget"] = { static_cast<double>(requestedWalkTarget.x), static_cast<double>(requestedWalkTarget.y), static_cast<double>(requestedWalkTarget.z) };
|
||||
nlohmann::json wpArr = nlohmann::json::array();
|
||||
for (const auto& wp : pathWaypoints) {
|
||||
wpArr.push_back({ wp.x(), wp.y(), wp.z() });
|
||||
wpArr.push_back({ static_cast<double>(wp.x), static_cast<double>(wp.y), static_cast<double>(wp.z) });
|
||||
}
|
||||
out["pathWaypoints"] = std::move(wpArr);
|
||||
out["currentWaypointIndex"] = currentWaypointIndex;
|
||||
out["homeDriftCheckTimer"] = homeDriftCheckTimer;
|
||||
out["homeDriftCheckTimer"] = static_cast<double>(homeDriftCheckTimer);
|
||||
out["movementBlockedTicks"] = movementBlockedTicks;
|
||||
out["navigationRetryTicks"] = navigationRetryTicks;
|
||||
out["movedLastTick"] = movedLastTick;
|
||||
out["navigationRetryCooldownTicks"] = navigationRetryCooldownTicks;
|
||||
out["navigationRetryCooldownIndex"] = navigationRetryCooldownIndex;
|
||||
if (!blockingCharacterId.empty())
|
||||
out["blockingCharacterId"] = blockingCharacterId;
|
||||
|
||||
out["animationFrame"] = animationFrame;
|
||||
out["visibleRange"] = visibleRange;
|
||||
out["visibleRange"] = static_cast<double>(visibleRange);
|
||||
if (!onArrivedCallbackName.empty())
|
||||
out["onArrivedCallbackName"] = onArrivedCallbackName;
|
||||
}
|
||||
@@ -505,11 +534,19 @@ void CharacterState::load(const nlohmann::json& in)
|
||||
return def;
|
||||
};
|
||||
|
||||
if (in.contains("position")) position = readVec3(in["position"], position);
|
||||
facingAngle = in.value("facingAngle", facingAngle);
|
||||
targetFacingAngle = in.value("targetFacingAngle", targetFacingAngle);
|
||||
auto readVec3fp = [](const nlohmann::json& j, Vec3fp def) -> Vec3fp {
|
||||
if (j.is_array() && j.size() == 3)
|
||||
return Vec3fp{ static_cast<fp>(j[0].get<double>()), static_cast<fp>(j[1].get<double>()), static_cast<fp>(j[2].get<double>()) };
|
||||
return def;
|
||||
};
|
||||
|
||||
if (in.contains("position")) {
|
||||
position = readVec3fp(in["position"], position);
|
||||
}
|
||||
facingAngle = static_cast<fp>(in.value("facingAngle", static_cast<double>(facingAngle)));
|
||||
targetFacingAngle = static_cast<fp>(in.value("targetFacingAngle", static_cast<double>(targetFacingAngle)));
|
||||
hp = in.value("hp", hp);
|
||||
visibleRange = in.value("visibleRange", visibleRange);
|
||||
visibleRange = static_cast<fp>(in.value("visibleRange", static_cast<double>(visibleRange)));
|
||||
enabled = in.value("enabled", enabled);
|
||||
battle_state = in.value("battle_state", battle_state);
|
||||
currentState = static_cast<AnimationState>(in.value("currentState", static_cast<int>(currentState)));
|
||||
@@ -517,17 +554,17 @@ void CharacterState::load(const nlohmann::json& in)
|
||||
showWeapon = in.value("showWeapon", showWeapon);
|
||||
attackTargetId = in.value("attackTargetId", attackTargetId);
|
||||
faceTargetId = in.value("faceTargetId", faceTargetId);
|
||||
if (in.contains("homePosition")) homePosition = readVec3(in["homePosition"], homePosition);
|
||||
if (in.contains("walkTarget")) walkTarget = readVec3(in["walkTarget"], walkTarget);
|
||||
if (in.contains("requestedWalkTarget")) requestedWalkTarget = readVec3(in["requestedWalkTarget"], requestedWalkTarget);
|
||||
if (in.contains("homePosition")) homePosition = readVec3fp(in["homePosition"], homePosition);
|
||||
if (in.contains("walkTarget")) walkTarget = readVec3fp(in["walkTarget"], walkTarget);
|
||||
if (in.contains("requestedWalkTarget")) requestedWalkTarget = readVec3fp(in["requestedWalkTarget"], requestedWalkTarget);
|
||||
pathWaypoints.clear();
|
||||
if (in.contains("pathWaypoints") && in["pathWaypoints"].is_array()) {
|
||||
for (const auto& wp : in["pathWaypoints"]) {
|
||||
pathWaypoints.push_back(readVec3(wp, Eigen::Vector3f::Zero()));
|
||||
pathWaypoints.push_back(readVec3fp(wp, Vec3fp()));
|
||||
}
|
||||
}
|
||||
currentWaypointIndex = in.value("currentWaypointIndex", currentWaypointIndex);
|
||||
homeDriftCheckTimer = in.value("homeDriftCheckTimer", homeDriftCheckTimer);
|
||||
homeDriftCheckTimer = static_cast<fp>(in.value("homeDriftCheckTimer", static_cast<double>(homeDriftCheckTimer)));
|
||||
movementBlockedTicks = in.value("movementBlockedTicks", movementBlockedTicks);
|
||||
navigationRetryTicks = in.value("navigationRetryTicks", navigationRetryTicks);
|
||||
movedLastTick = in.value("movedLastTick", movedLastTick);
|
||||
@@ -537,8 +574,6 @@ void CharacterState::load(const nlohmann::json& in)
|
||||
"navigationRetryCooldownIndex", navigationRetryCooldownIndex);
|
||||
if (!navigationRetryCooldownTicks.empty())
|
||||
navigationRetryCooldownIndex %= navigationRetryCooldownTicks.size();
|
||||
blockingCharacterId =
|
||||
in.value("blockingCharacterId", std::string());
|
||||
animationFrame = in.value("animationFrame", animationFrame);
|
||||
onArrivedCallbackName = in.value("onArrivedCallbackName", std::string());
|
||||
}
|
||||
|
||||
+32
-34
@@ -61,6 +61,9 @@ public:
|
||||
// Distance below which the character is considered to have reached its target.
|
||||
static constexpr float kWalkThreshold = 0.05f;
|
||||
|
||||
static fp kWalkThreshold_SQUARED() { return static_cast<fp>(kWalkThreshold * kWalkThreshold); };
|
||||
|
||||
|
||||
// --- Identity ---
|
||||
std::string npcName;
|
||||
bool isPlayer = false;
|
||||
@@ -68,15 +71,15 @@ public:
|
||||
bool canAttack = false;
|
||||
|
||||
// --- Position / orientation ---
|
||||
Eigen::Vector3f position = Eigen::Vector3f::Zero();
|
||||
float facingAngle = 0.0f;
|
||||
float targetFacingAngle = 0.0f;
|
||||
Vec3fp position;
|
||||
fp facingAngle;
|
||||
fp targetFacingAngle;
|
||||
|
||||
// --- Health ---
|
||||
float hp = 200.f;
|
||||
float initialHp = 200.f;
|
||||
|
||||
float visibleRange = VISIBLE_RANGE;
|
||||
fp visibleRange = static_cast<fp>(VISIBLE_RANGE);
|
||||
|
||||
// --- Combat flags ---
|
||||
int battle_state = 0;
|
||||
@@ -95,8 +98,8 @@ public:
|
||||
std::string faceTargetId;
|
||||
|
||||
// --- Home position for drift recovery ---
|
||||
Eigen::Vector3f homePosition = Eigen::Vector3f::Zero();
|
||||
float maxHomeDrift = 3.0f;
|
||||
Vec3fp homePosition;
|
||||
fp maxHomeDriftSquared = static_cast<fp>(3.f*3.f);
|
||||
|
||||
// --- Authoritative logical animation clock ---
|
||||
// Frame counts are immutable metadata copied from loaded clips during
|
||||
@@ -106,29 +109,33 @@ public:
|
||||
std::array<int, 9> animationFrameCounts = {{1, 1, 1, 1, 1, 1, 1, 1, 1}};
|
||||
|
||||
// --- Movement / visual parameters ---
|
||||
float walkSpeed = 3.0f;
|
||||
float rotationSpeed = 4.0f;
|
||||
fp walkSpeed = static_cast<fp>(3.0f);
|
||||
fp rotationSpeed = static_cast<fp>(4.0f);
|
||||
|
||||
float modelScale = 0.12f;
|
||||
Eigen::Quaternionf modelCorrectionRotation = Eigen::Quaternionf::Identity();
|
||||
bool useGpuSkinning = true;
|
||||
// Full clearance used while planning around stationary characters.
|
||||
float collisionRadius = 0.45f;
|
||||
// Smaller physical contact threshold used by the movement guard.
|
||||
float movementContactRadius = 0.32f;
|
||||
float interactionRadius = 0.0f;
|
||||
|
||||
fp collisionRadius = static_cast<fp>(0.4f); // Радиус капсулы персонажа
|
||||
|
||||
// Векторы скорости в плоскости XZ (сериализовать в JSON не обязательно, если считаются каждый тик,
|
||||
// но для строгого lockstep-снапшота velocity лучше сохранять)
|
||||
Vec2fp velocity{ fp(0), fp(0) }; // Реальная скорость с прошлого тика (нужна соседям в ORCA)
|
||||
Vec2fp preferredVelocity{ fp(0), fp(0) }; // Желаемая скорость к waypoint'у на текущем тике
|
||||
|
||||
fp interactionRadius = static_cast<fp>(0.0f);
|
||||
bool movedLastTick = false;
|
||||
|
||||
// --- Pathfinding data (serializable parts) ---
|
||||
Eigen::Vector3f walkTarget = Eigen::Vector3f::Zero();
|
||||
Eigen::Vector3f requestedWalkTarget = Eigen::Vector3f::Zero();
|
||||
std::vector<Eigen::Vector3f> pathWaypoints;
|
||||
Vec3fp walkTarget;
|
||||
Vec3fp requestedWalkTarget;
|
||||
std::vector<Vec3fp> pathWaypoints;
|
||||
size_t currentWaypointIndex = 0;
|
||||
|
||||
// Internal drift-check timer (serializable so it survives save/load).
|
||||
float homeDriftCheckTimer = 5.0f;
|
||||
fp homeDriftCheckTimer = static_cast<fp>(5.0f);
|
||||
int movementBlockedTicks = 0;
|
||||
int navigationRetryTicks = 0;
|
||||
std::string blockingCharacterId;
|
||||
std::vector<int> navigationRetryCooldownTicks;
|
||||
std::size_t navigationRetryCooldownIndex = 0;
|
||||
|
||||
@@ -145,10 +152,10 @@ public:
|
||||
const std::string& entityId,
|
||||
std::vector<int> cooldownTicks = {});
|
||||
bool isMoving() const;
|
||||
const Eigen::Vector3f& getRequestedWalkTarget() const { return requestedWalkTarget; }
|
||||
Eigen::Vector3f getCurrentNavigationTarget() const;
|
||||
const Vec3fp& getRequestedWalkTarget() const { return requestedWalkTarget; }
|
||||
Vec3fp getCurrentNavigationTarget() const;
|
||||
void stopInPlace();
|
||||
void setTarget(const Eigen::Vector3f& target,
|
||||
void setTarget(const Vec3fp& target,
|
||||
std::string callbackName,
|
||||
const LocationNetworkState& location,
|
||||
const std::string& entityId);
|
||||
@@ -173,23 +180,14 @@ using PlayerStateMap =
|
||||
std::unordered_map<std::string, std::shared_ptr<CharacterState>>;
|
||||
|
||||
struct CharacterObservation {
|
||||
Eigen::Vector3f position = Eigen::Vector3f::Zero();
|
||||
Vec3fp position;
|
||||
float hp = 0.f;
|
||||
};
|
||||
|
||||
struct CharacterMovementObstacle {
|
||||
std::string id;
|
||||
Eigen::Vector3f position = Eigen::Vector3f::Zero();
|
||||
float radius = 0.f;
|
||||
bool moving = false;
|
||||
Eigen::Vector3f movementDirection = Eigen::Vector3f::Zero();
|
||||
};
|
||||
|
||||
struct CharacterUpdateContext {
|
||||
std::string characterId;
|
||||
const CharacterObservation* attackTarget = nullptr;
|
||||
const CharacterObservation* faceTarget = nullptr;
|
||||
const std::vector<CharacterMovementObstacle>* movementObstacles = nullptr;
|
||||
};
|
||||
|
||||
struct CharacterUpdateEvents {
|
||||
@@ -197,11 +195,11 @@ struct CharacterUpdateEvents {
|
||||
bool deathAnimationComplete = false;
|
||||
bool navigationRequested = false;
|
||||
bool forceNavigationReplan = false;
|
||||
Eigen::Vector3f navigationTarget = Eigen::Vector3f::Zero();
|
||||
std::string blockingCharacterId;
|
||||
Vec3fp navigationTarget;
|
||||
|
||||
std::string arrivedCallbackName;
|
||||
std::string attackTargetId;
|
||||
Eigen::Vector3f attackDirection = Eigen::Vector3f::Zero();
|
||||
Vec3fp attackDirection;
|
||||
};
|
||||
|
||||
} // namespace FRG
|
||||
+2
-2
@@ -664,9 +664,9 @@ namespace FRG
|
||||
if (!loc) return;
|
||||
if (loc->player) {
|
||||
server().submit(SetCharacterPositionCommand{
|
||||
destName, loc->player->entityId(), destPos});
|
||||
destName, loc->player->entityId(), Vec3fp::fromEigen(destPos)});
|
||||
server().submit(SetCharacterFacingAngleCommand{
|
||||
destName, loc->player->entityId(), destRotY, true});
|
||||
destName, loc->player->entityId(), static_cast<fp>(destRotY), true});
|
||||
loc->stopCharacter(*loc->player);
|
||||
}
|
||||
loc->localState().cameraAzimuth = destRotY;
|
||||
|
||||
+16
-47
@@ -126,7 +126,7 @@ namespace FRG
|
||||
}
|
||||
|
||||
void Location::setCharacterTarget(
|
||||
Character& character, const Eigen::Vector3f& target, std::string callbackName)
|
||||
Character& character, const Vec3fp& target, std::string callbackName)
|
||||
{
|
||||
gameServer_.submit(SetCharacterDestinationCommand{
|
||||
locationId_, character.entityId(), target, std::move(callbackName)});
|
||||
@@ -1597,7 +1597,7 @@ namespace FRG
|
||||
if (playerState && !pointLights.empty()) {
|
||||
float minDist = FLT_MAX;
|
||||
for (int i = 0; i < static_cast<int>(pointLights.size()); ++i) {
|
||||
const float d = (pointLights[i].position - playerState->position).norm();
|
||||
const float d = (pointLights[i].position - playerState->position.toEigen()).norm();
|
||||
if (d < minDist) { minDist = d; nearestLightIdx = i; }
|
||||
}
|
||||
}
|
||||
@@ -1611,12 +1611,12 @@ namespace FRG
|
||||
if (!active && playerState) {
|
||||
if (pl.autoLightLimitX > 0.0f && pl.autoLightLimitY > 0.0f) {
|
||||
// Rectangular activation zone — independent of nearest-light heuristic
|
||||
const float dx = std::abs(playerState->position.x() - pl.position.x());
|
||||
const float dz = std::abs(playerState->position.z() - pl.position.z());
|
||||
const float dx = std::abs(static_cast<float>(playerState->position.x) - pl.position.x());
|
||||
const float dz = std::abs(static_cast<float>(playerState->position.z) - pl.position.z());
|
||||
active = (dx <= pl.autoLightLimitX && dz <= pl.autoLightLimitY);
|
||||
} else {
|
||||
// only the nearest autoLight activates, with optional distance cap
|
||||
const float dist = (pl.position - playerState->position).norm();
|
||||
const float dist = (pl.position - playerState->position.toEigen()).norm();
|
||||
active = (i == nearestLightIdx) &&
|
||||
(pl.autoLightDistance <= 0.0f || dist <= pl.autoLightDistance);
|
||||
}
|
||||
@@ -1632,7 +1632,7 @@ namespace FRG
|
||||
if (playerState && !activeLightIndices.empty()) {
|
||||
float minDist = FLT_MAX;
|
||||
for (int idx : activeLightIndices) {
|
||||
const float d = (pointLights[idx].position - playerState->position).norm();
|
||||
const float d = (pointLights[idx].position - playerState->position.toEigen()).norm();
|
||||
if (d < minDist) { minDist = d; shadowLight = &pointLights[idx]; }
|
||||
}
|
||||
}
|
||||
@@ -1850,37 +1850,6 @@ namespace FRG
|
||||
return true;
|
||||
}
|
||||
|
||||
void Location::nudgeCharacterAside(Character* standing, const Eigen::Vector3f& awayFrom)
|
||||
{
|
||||
auto standingState = standing ? standing->stateSnapshot() : nullptr;
|
||||
if (!standingState || standingState->isPlayer) return;
|
||||
auto locationState = stateSnapshot();
|
||||
if (!locationState || locationState->activeNavigationIndex < 0 ||
|
||||
locationState->activeNavigationIndex >=
|
||||
static_cast<int>(locationState->navigationMaps.size())) return;
|
||||
const PathFinder& navigation =
|
||||
locationState->navigationMaps[locationState->activeNavigationIndex];
|
||||
if (navigation.isReady()) return;
|
||||
|
||||
static constexpr float kNudgeDist = 1.2f;
|
||||
|
||||
Eigen::Vector3f dir = standingState->position - awayFrom;
|
||||
dir.y() = 0.f;
|
||||
if (dir.norm() < 1e-3f) dir = Eigen::Vector3f(1.f, 0.f, 0.f);
|
||||
else dir.normalize();
|
||||
|
||||
const float angles[] = { 0.f, static_cast<float>(M_PI * 0.5), static_cast<float>(-M_PI * 0.5), static_cast<float>(M_PI) };
|
||||
for (float angle : angles) {
|
||||
Eigen::Vector3f rotated = Eigen::AngleAxisf(angle, Eigen::Vector3f::UnitY()) * dir;
|
||||
Eigen::Vector3f candidate = standingState->position + rotated * kNudgeDist;
|
||||
candidate.y() = 0.f;
|
||||
if (navigation.isWalkable(candidate)) {
|
||||
setCharacterTarget(*standing, candidate);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Location::update(int64_t delta, const LocationSimulationEvents& events)
|
||||
{
|
||||
synchronizeRemotePlayers();
|
||||
@@ -1951,7 +1920,7 @@ namespace FRG
|
||||
player->update(delta, eventFor(gameServer_.localPlayerId()));
|
||||
auto playerState = player->stateSnapshot();
|
||||
if (playerState && playerState->enabled)
|
||||
updateTriggerZones(playerState->position);
|
||||
updateTriggerZones(playerState->position.toEigen());
|
||||
}
|
||||
for (auto& [id, remote] : remotePlayers_)
|
||||
if (remote) remote->update(delta, eventFor(id));
|
||||
@@ -1988,7 +1957,7 @@ namespace FRG
|
||||
auto playerState = player ? player->stateSnapshot() : nullptr;
|
||||
if (auto* tz = getTargetTeleportZone(*locationState);
|
||||
tz && playerState && playerState->enabled) {
|
||||
float dist = (playerState->position - tz->position).norm();
|
||||
float dist = (playerState->position.toEigen() - tz->position).norm();
|
||||
if (dist <= tz->radius) {
|
||||
logger() << "[TELEPORT] Player reached teleport zone '" << tz->id << "'" << std::endl;
|
||||
gameServer_.submit(SetLocationTargetsCommand{
|
||||
@@ -2005,7 +1974,7 @@ namespace FRG
|
||||
for (auto& tz : teleportZones) {
|
||||
if (!tz.active || !tz.automatic) continue;
|
||||
const float autoR = tz.automaticRadius > 0.0f ? tz.automaticRadius : tz.radius;
|
||||
const float dist = (playerState->position - tz.position).norm();
|
||||
const float dist = (playerState->position.toEigen() - tz.position).norm();
|
||||
|
||||
if (!tz.automaticInitialized) {
|
||||
// If the player starts inside the zone (e.g. just arrived here via teleport),
|
||||
@@ -2101,7 +2070,7 @@ namespace FRG
|
||||
const Eigen::Vector3f interactionTarget = clickedObject->state.hasInteractionPosition
|
||||
? clickedObject->state.interactionPosition
|
||||
: clickedObject->state.position;
|
||||
setCharacterTarget(*player, interactionTarget);
|
||||
setCharacterTarget(*player, Vec3fp::fromEigen(interactionTarget));
|
||||
pathVisualization.start(*player, interactionTarget);
|
||||
clearCharacterAttackTarget(*player);
|
||||
//logger() << "[CLICK] Player moving to object..." << std::endl;
|
||||
@@ -2114,7 +2083,7 @@ namespace FRG
|
||||
if (clickedNpc && player) {
|
||||
auto clickedNpcState = clickedNpc->stateSnapshot();
|
||||
if (!clickedNpcState) return;
|
||||
float distance = (playerState->position - clickedNpcState->position).norm();
|
||||
float distance = (playerState->position - clickedNpcState->position).toEigen().norm();
|
||||
int npcIndex = -1;
|
||||
for (size_t i = 0; i < npcs.size(); ++i) {
|
||||
if (npcs[i].get() == clickedNpc) {
|
||||
@@ -2144,11 +2113,11 @@ namespace FRG
|
||||
setCharacterTarget(*player, clickedNpcState->position);
|
||||
pathVisualization.start(
|
||||
*player,
|
||||
clickedNpcState->position,
|
||||
clickedNpcState->position.toEigen(),
|
||||
PathVisualization::Style::Hostile);
|
||||
}
|
||||
|
||||
if (distance <= clickedNpcState->interactionRadius) {
|
||||
if (distance <= static_cast<float>(clickedNpcState->interactionRadius)) {
|
||||
//logger() << "[CLICK] Hostile NPC " << npcIndex << " in range; firing on_npc_interact" << std::endl;
|
||||
scriptEngine.callNpcInteractCallback(clickedNpc->entityId());
|
||||
}
|
||||
@@ -2172,7 +2141,7 @@ namespace FRG
|
||||
//logger() << "[CLICK] NPC " << npcIndex << " out of talk range (distance " << distance
|
||||
// << " > " << NPC_TALK_DISTANCE << "); walking to NPC..." << std::endl;
|
||||
setCharacterTarget(*player, clickedNpcState->position);
|
||||
pathVisualization.start(*player, clickedNpcState->position);
|
||||
pathVisualization.start(*player, clickedNpcState->position.toEigen());
|
||||
gameServer_.submit(SetLocationTargetsCommand{
|
||||
locationId_, std::string(), clickedNpc->entityId(),
|
||||
std::string()});
|
||||
@@ -2199,7 +2168,7 @@ namespace FRG
|
||||
gameServer_.submit(SetLocationTargetsCommand{
|
||||
locationId_, std::string(), std::string(),
|
||||
clickedTeleport->id});
|
||||
setCharacterTarget(*player, clickedTeleport->position);
|
||||
setCharacterTarget(*player, Vec3fp::fromEigen(clickedTeleport->position));
|
||||
pathVisualization.start(
|
||||
*player,
|
||||
clickedTeleport->position,
|
||||
@@ -2207,7 +2176,7 @@ namespace FRG
|
||||
clearCharacterAttackTarget(*player);
|
||||
} else {
|
||||
const Eigen::Vector3f clickedDestination(hit.x(), 0.f, hit.z());
|
||||
setCharacterTarget(*player, clickedDestination);
|
||||
setCharacterTarget(*player, Vec3fp::fromEigen(clickedDestination));
|
||||
pathVisualization.start(*player, clickedDestination);
|
||||
clearCharacterAttackTarget(*player);
|
||||
gameServer_.submit(SetLocationTargetsCommand{
|
||||
|
||||
+2
-3
@@ -64,7 +64,7 @@ namespace FRG
|
||||
std::string teleportsJsonPath;
|
||||
std::string triggerZonesJsonPath;
|
||||
std::string lightsJsonPath;
|
||||
Eigen::Vector3f playerPosition = Eigen::Vector3f::Zero();
|
||||
Vec3fp playerPosition;
|
||||
// Player shared by all locations of a campaign (see Location::createPlayer);
|
||||
// setup() creates a private one when this is null.
|
||||
std::shared_ptr<Character> player;
|
||||
@@ -174,7 +174,7 @@ namespace FRG
|
||||
void setup(const LocationSetup& params, AudioPlayerAsync* audioPlayer);
|
||||
//void setupNavigation(const std::vector<std::string>& paths);
|
||||
bool switchNavigation(int index);
|
||||
void setCharacterTarget(Character& character, const Eigen::Vector3f& target,
|
||||
void setCharacterTarget(Character& character, const Vec3fp& target,
|
||||
std::string callbackName = "");
|
||||
void clearCharacterAttackTarget(Character& character);
|
||||
void stopCharacter(Character& character);
|
||||
@@ -259,7 +259,6 @@ namespace FRG
|
||||
void loadTriggerZones(const std::string& jsonPath, const char* zipFile);
|
||||
void loadPointLights(const std::string& jsonPath, const char* zipFile);
|
||||
void updateTriggerZones(const Eigen::Vector3f& playerPos);
|
||||
void nudgeCharacterAside(Character* standing, const Eigen::Vector3f& awayFrom);
|
||||
void captureAuxiliaryState(LocationGameState& out) const;
|
||||
void applyAuxiliaryState(const LocationGameState& in);
|
||||
|
||||
|
||||
@@ -484,9 +484,9 @@ namespace FRG
|
||||
data.rotationZ = 0.0f;
|
||||
auto playerState = loc.player ? loc.player->stateSnapshot() : nullptr;
|
||||
if (!playerState) return;
|
||||
data.positionX = playerState->position.x();
|
||||
data.positionY = playerState->position.y();//-0.1;
|
||||
data.positionZ = playerState->position.z();
|
||||
data.positionX = static_cast<float>(playerState->position.x);
|
||||
data.positionY = static_cast<float>(playerState->position.y);
|
||||
data.positionZ = static_cast<float>(playerState->position.z);
|
||||
data.scale = scaleDist(rng);
|
||||
|
||||
GameObjectData data2;
|
||||
|
||||
+129
-212
@@ -2,6 +2,7 @@
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <stdexcept>
|
||||
#include "OrcaSolver.h"
|
||||
|
||||
namespace FRG {
|
||||
|
||||
@@ -126,40 +127,9 @@ const CharacterState* LocationGameState::findCharacter(
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/*
|
||||
std::vector<PathFinder::DynamicObstacle> LocationGameState::collectPathObstacles(
|
||||
const std::string& requesterId,
|
||||
const PlayerStateMap& players,
|
||||
const std::string& forcedObstacleId) const
|
||||
{
|
||||
std::vector<std::pair<std::string, const CharacterState*>> characters;
|
||||
characters.reserve(players.size() + npcs.size());
|
||||
for (const auto& [id, character] : players)
|
||||
if (character) characters.emplace_back(id, character.get());
|
||||
for (const auto& [id, character] : npcs)
|
||||
if (character) characters.emplace_back(id, character.get());
|
||||
std::sort(characters.begin(), characters.end(),
|
||||
[](const auto& lhs, const auto& rhs) { return lhs.first < rhs.first; });
|
||||
|
||||
const CharacterState* requester = findCharacter(requesterId, players);
|
||||
const std::string attackTargetId =
|
||||
requester ? requester->attackTargetId : std::string();
|
||||
std::vector<PathFinder::DynamicObstacle> obstacles;
|
||||
obstacles.reserve(characters.size());
|
||||
for (const auto& [id, character] : characters) {
|
||||
if (id == requesterId || !character->enabled || character->hp <= 0.f)
|
||||
continue;
|
||||
if (id == attackTargetId && id != forcedObstacleId)
|
||||
continue;
|
||||
if (character->movedLastTick && id != forcedObstacleId) continue;
|
||||
obstacles.push_back({character->position, character->collisionRadius});
|
||||
}
|
||||
return obstacles;
|
||||
}*/
|
||||
|
||||
bool LocationGameState::setCharacterDestination(
|
||||
const std::string& id,
|
||||
const Eigen::Vector3f& target,
|
||||
const Vec3fp& target,
|
||||
std::string callbackName,
|
||||
PlayerStateMap& players,
|
||||
const std::string& forcedObstacleId)
|
||||
@@ -173,45 +143,12 @@ bool LocationGameState::setCharacterDestination(
|
||||
|
||||
bool LocationGameState::replanCharacter(
|
||||
const std::string& id,
|
||||
PlayerStateMap& players,
|
||||
const std::string& forcedObstacleId)
|
||||
PlayerStateMap& players)
|
||||
{
|
||||
CharacterState* character = findCharacter(id, players);
|
||||
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);
|
||||
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);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
character->forceReplan(
|
||||
*location, id);
|
||||
character->forceReplan(*location, id);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -234,14 +171,14 @@ std::string LocationGameState::selectNpcTarget(
|
||||
playerIds.push_back(id);
|
||||
std::sort(playerIds.begin(), playerIds.end());
|
||||
|
||||
const float visibleRangeSquared = npc.visibleRange * npc.visibleRange;
|
||||
const fp visibleRangeSquared = npc.visibleRange * npc.visibleRange;
|
||||
std::string selectedTarget;
|
||||
float nearestDistanceSquared = visibleRangeSquared;
|
||||
fp nearestDistanceSquared = visibleRangeSquared;
|
||||
for (const std::string& playerId : playerIds) {
|
||||
const Eigen::Vector3f delta =
|
||||
const Vec3fp delta =
|
||||
players.at(playerId)->position - npc.position;
|
||||
const float distanceSquared =
|
||||
delta.x() * delta.x() + delta.z() * delta.z();
|
||||
const fp distanceSquared =
|
||||
delta.x * delta.x + delta.z * delta.z;
|
||||
if (distanceSquared <= nearestDistanceSquared &&
|
||||
(selectedTarget.empty() ||
|
||||
distanceSquared < nearestDistanceSquared ||
|
||||
@@ -365,12 +302,19 @@ LocationSimulationEvents LocationGameState::update(
|
||||
std::int64_t deltaMs, PlayerStateMap& players, bool interactiveObjectsLocked)
|
||||
{
|
||||
LocationSimulationEvents result;
|
||||
|
||||
//Taxi cars update:
|
||||
result.taxiArrived = updateNpcCar(deltaMs);
|
||||
|
||||
//Interactive objects update:
|
||||
std::vector<std::string> objectIds;
|
||||
objectIds.reserve(interactiveObjects.size());
|
||||
for (const auto& [id, object] : interactiveObjects)
|
||||
{
|
||||
if (object) objectIds.push_back(id);
|
||||
}
|
||||
std::sort(objectIds.begin(), objectIds.end());
|
||||
|
||||
for (const std::string& id : objectIds) {
|
||||
InteractiveObjectUpdateEvents events =
|
||||
interactiveObjects.at(id)->update(deltaMs);
|
||||
@@ -379,8 +323,28 @@ LocationSimulationEvents LocationGameState::update(
|
||||
{id, std::move(events.onCompleteName), false, {}});
|
||||
}
|
||||
|
||||
// All characters observe the same tick-start state. Damage is applied only
|
||||
// after every state has advanced, so vector order cannot suppress an attack.
|
||||
//Character update:
|
||||
const fp dtSec = static_cast<fp>(deltaMs) / fp(1000);
|
||||
|
||||
// 1. Собираем всех персонажей в единый массив и сортируем по ID
|
||||
// (чтобы даже порядок вызовов CharacterState::update был строго детерминирован!)
|
||||
struct Entry {
|
||||
std::string id;
|
||||
CharacterState* state;
|
||||
};
|
||||
std::vector<Entry> allChars;
|
||||
allChars.reserve(players.size() + npcs.size());
|
||||
|
||||
for (auto& [id, ptr] : players) {
|
||||
if (ptr && ptr->enabled) allChars.push_back({ id, ptr.get() });
|
||||
}
|
||||
for (auto& [id, ptr] : npcs) {
|
||||
if (ptr && ptr->enabled) allChars.push_back({ id, ptr.get() });
|
||||
}
|
||||
std::sort(allChars.begin(), allChars.end(), [](const Entry& a, const Entry& b) {
|
||||
return a.id < b.id;
|
||||
});
|
||||
|
||||
std::unordered_map<std::string, CharacterObservation> observations;
|
||||
for (const auto& [id, player] : players)
|
||||
if (player && player->enabled)
|
||||
@@ -391,23 +355,17 @@ LocationSimulationEvents LocationGameState::update(
|
||||
observations.emplace(
|
||||
id, CharacterObservation{ npc->position, npc->hp });
|
||||
|
||||
std::vector<std::string> playerIds;
|
||||
playerIds.reserve(players.size());
|
||||
for (const auto& [id, player] : players)
|
||||
if (player) playerIds.push_back(id);
|
||||
std::sort(playerIds.begin(), playerIds.end());
|
||||
|
||||
std::vector<std::string> npcIds;
|
||||
npcIds.reserve(npcs.size());
|
||||
for (const auto& [id, npc] : npcs)
|
||||
if (npc) npcIds.push_back(id);
|
||||
std::sort(npcIds.begin(), npcIds.end());
|
||||
|
||||
// Target selection is authoritative and runs before all characters observe
|
||||
// the tick. A valid target is a lock: it is retained until the player dies
|
||||
// or becomes disabled, even when the player leaves visibleRange.
|
||||
for (const std::string& id : npcIds) {
|
||||
CharacterState& npc = *npcs.at(id);
|
||||
for (auto& entry : allChars) {
|
||||
if (entry.state->isPlayer)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
CharacterState& npc = *entry.state;
|
||||
if (!npc.enabled || !npc.canAttack || npc.hp <= 0.f)
|
||||
continue;
|
||||
|
||||
@@ -423,111 +381,105 @@ LocationSimulationEvents LocationGameState::update(
|
||||
if (selectedTarget.empty()) {
|
||||
npc.battle_state = 0;
|
||||
npc.attack = 0;
|
||||
const Eigen::Vector3f homeTarget(
|
||||
npc.homePosition.x(), 0.f, npc.homePosition.z());
|
||||
const Eigen::Vector3f toHome = homeTarget - npc.position;
|
||||
if (toHome.norm() > CharacterState::kWalkThreshold &&
|
||||
(npc.requestedWalkTarget - homeTarget).norm() >
|
||||
CharacterState::kWalkThreshold) {
|
||||
setCharacterDestination(id, homeTarget, {}, players);
|
||||
const Vec3fp homeTarget(
|
||||
npc.homePosition.x, static_cast<fp>(0.f), npc.homePosition.z);
|
||||
const Vec3fp toHome = homeTarget - npc.position;
|
||||
if (toHome.normSquared() > CharacterState::kWalkThreshold_SQUARED() &&
|
||||
(npc.requestedWalkTarget - homeTarget).normSquared() >
|
||||
CharacterState::kWalkThreshold_SQUARED()) {
|
||||
setCharacterDestination(entry.id, homeTarget, {}, players);
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
std::vector<CharacterMovementObstacle> movementObstacles;
|
||||
movementObstacles.reserve(playerIds.size() + npcIds.size());
|
||||
auto addMovementObstacle =
|
||||
[&movementObstacles](const std::string& id,
|
||||
const CharacterState& character) {
|
||||
Eigen::Vector3f direction =
|
||||
character.getCurrentNavigationTarget() - character.position;
|
||||
direction.y() = 0.f;
|
||||
const float length = direction.norm();
|
||||
if (length > CharacterState::kWalkThreshold) direction /= length;
|
||||
else direction = Eigen::Vector3f::Zero();
|
||||
movementObstacles.push_back({
|
||||
id,
|
||||
character.position,
|
||||
character.movementContactRadius,
|
||||
character.movedLastTick,
|
||||
direction});
|
||||
};
|
||||
for (const std::string& id : playerIds) {
|
||||
const CharacterState& character = *players.at(id);
|
||||
if (character.enabled && character.hp > 0.f)
|
||||
addMovementObstacle(id, character);
|
||||
}
|
||||
for (const std::string& id : npcIds) {
|
||||
const CharacterState& character = *npcs.at(id);
|
||||
if (character.enabled && character.hp > 0.f)
|
||||
addMovementObstacle(id, character);
|
||||
}
|
||||
// One global ID order also makes blocker selection deterministic.
|
||||
std::sort(
|
||||
movementObstacles.begin(), movementObstacles.end(),
|
||||
[](const CharacterMovementObstacle& lhs,
|
||||
const CharacterMovementObstacle& rhs) { return lhs.id < rhs.id; });*/
|
||||
|
||||
/*
|
||||
auto advance = [&](const std::string& id, CharacterState& state) {
|
||||
// 2. ФАЗА 1: Обновляем логику каждого персонажа (вычисляется preferredVelocity)
|
||||
for (auto& entry : allChars) {
|
||||
CharacterUpdateContext context;
|
||||
context.characterId = id;
|
||||
context.movementObstacles = &movementObstacles;
|
||||
auto attack = observations.find(state.attackTargetId);
|
||||
context.characterId = entry.id;
|
||||
|
||||
|
||||
auto attack = observations.find(entry.state->attackTargetId);
|
||||
if (attack != observations.end()) context.attackTarget = &attack->second;
|
||||
auto face = observations.find(state.faceTargetId);
|
||||
auto face = observations.find(entry.state->faceTargetId);
|
||||
if (face != observations.end()) context.faceTarget = &face->second;
|
||||
CharacterUpdateEvents events = state.update(deltaMs, context);
|
||||
auto reservation = std::lower_bound(
|
||||
movementObstacles.begin(), movementObstacles.end(), id,
|
||||
[](const CharacterMovementObstacle& obstacle,
|
||||
const std::string& value) { return obstacle.id < value; });
|
||||
if (reservation != movementObstacles.end() && reservation->id == id) {
|
||||
reservation->position = state.position;
|
||||
reservation->moving = state.movedLastTick;
|
||||
Eigen::Vector3f direction =
|
||||
state.getCurrentNavigationTarget() - state.position;
|
||||
direction.y() = 0.f;
|
||||
const float length = direction.norm();
|
||||
if (length > CharacterState::kWalkThreshold)
|
||||
reservation->movementDirection = direction / length;
|
||||
else
|
||||
reservation->movementDirection = Eigen::Vector3f::Zero();
|
||||
}
|
||||
|
||||
CharacterUpdateEvents events = entry.state->update(deltaMs, context);
|
||||
|
||||
if (!events.arrivedCallbackName.empty() || events.attackImpact ||
|
||||
events.deathAnimationComplete || events.navigationRequested) {
|
||||
result.characters.push_back({id, std::move(events)});
|
||||
}
|
||||
};*/
|
||||
/*
|
||||
for (const std::string& id : playerIds)
|
||||
if (players.at(id)->enabled)
|
||||
advance(id, *players.at(id));
|
||||
for (const std::string& id : npcIds)
|
||||
if (npcs.at(id)->enablesd)
|
||||
advance(id, *npcs.at(id));*/
|
||||
|
||||
for (const std::string& id : playerIds)
|
||||
{
|
||||
if (players.at(id)->enabled)
|
||||
{
|
||||
CharacterUpdateContext context;
|
||||
context.characterId = id;
|
||||
auto& state = *players.at(id);
|
||||
CharacterUpdateEvents events = state.update(deltaMs, context);
|
||||
//advance(id, *players.at(id));
|
||||
result.characters.push_back({ entry.id, std::move(events) });
|
||||
}
|
||||
}
|
||||
|
||||
for (const std::string& id : npcIds)
|
||||
{
|
||||
if (npcs.at(id)->enabled)
|
||||
{
|
||||
//advance(id, *npcs.at(id));
|
||||
}
|
||||
std::vector<OrcaAgent> orcaAgents;
|
||||
orcaAgents.reserve(allChars.size());
|
||||
|
||||
for (auto& entry : allChars) {
|
||||
CharacterState* st = entry.state;
|
||||
if (st->hp <= 0.f) continue; // Мертвые не участвуют в коллизиях
|
||||
|
||||
const bool wantsToMove = st->preferredVelocity.lengthSq() > fp(0.001f);
|
||||
const bool inCombat = (st->battle_state == 1);
|
||||
|
||||
OrcaAgent agent;
|
||||
agent.id = entry.id;
|
||||
agent.state = st;
|
||||
agent.pos = Vec2fp(st->position.x, st->position.z);
|
||||
agent.vel = st->velocity;
|
||||
agent.prefVel = st->preferredVelocity;
|
||||
agent.radius = st->collisionRadius;
|
||||
agent.maxSpeed = st->walkSpeed;
|
||||
agent.isStationary = (!wantsToMove || inCombat);
|
||||
agent.isGhost = (st->canAttack && !st->isPlayer);
|
||||
agent.constantSpeed = !agent.isGhost;
|
||||
|
||||
orcaAgents.push_back(agent);
|
||||
}
|
||||
|
||||
const PathFinder* activeNavMesh = nullptr;
|
||||
if (location && location->activeNavigationIndex >= 0 &&
|
||||
location->activeNavigationIndex < static_cast<int>(location->navigationMaps.size())) {
|
||||
activeNavMesh = &location->navigationMaps[location->activeNavigationIndex];
|
||||
}
|
||||
|
||||
OrcaSolver::step(orcaAgents, dtSec, activeNavMesh);
|
||||
|
||||
// 4. ФАЗА 3: Записываем новые позиции, скорости и обновляем анимацию/поворот
|
||||
for (const auto& agent : orcaAgents) {
|
||||
CharacterState* st = agent.state;
|
||||
const Vec2fp oldPos(st->position.x, st->position.z);
|
||||
const Vec2fp displacement = agent.pos - oldPos;
|
||||
const fp movedDistSq = displacement.lengthSq();
|
||||
|
||||
st->position.x = agent.pos.x;
|
||||
st->position.z = agent.pos.y;
|
||||
st->velocity = agent.newVel;
|
||||
|
||||
st->movedLastTick = (movedDistSq > fp(0.0005f));
|
||||
|
||||
// Если персонаж хотел идти, проверяем — продвинулся ли он или уперся в глухую пробку
|
||||
const bool wantedToMove = st->preferredVelocity.lengthSq() > fp(0.01f);
|
||||
if (wantedToMove) {
|
||||
if (st->movedLastTick) {
|
||||
st->movementBlockedTicks = 0;
|
||||
if (st->currentState == AnimationState::STAND) {
|
||||
st->currentState = AnimationState::WALK;
|
||||
st->resetAnim = true;
|
||||
}
|
||||
|
||||
if (agent.newVel.lengthSq() > fp(0.05f)) {
|
||||
st->targetFacingAngle = fpm::atan2(agent.newVel.x, -agent.newVel.y);
|
||||
}
|
||||
}
|
||||
else {
|
||||
st->movementBlockedTicks++;
|
||||
if (st->currentState == AnimationState::WALK) {
|
||||
st->currentState = AnimationState::STAND;
|
||||
st->resetAnim = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const CharacterSimulationEvent& source : result.characters) {
|
||||
if (!source.events.attackImpact) continue;
|
||||
@@ -544,41 +496,6 @@ LocationSimulationEvents LocationGameState::update(
|
||||
source.events.attackDirection });
|
||||
}
|
||||
|
||||
/*
|
||||
auto player = players.find("player1");
|
||||
if (!interactiveObjectsLocked &&
|
||||
!location->targetInteractiveObjectId.empty() &&
|
||||
player != players.end() && player->second && player->second->enabled) {
|
||||
auto target = interactiveObjects.find(location->targetInteractiveObjectId);
|
||||
const auto object =
|
||||
target == interactiveObjects.end() ? nullptr : target->second;
|
||||
if (object && !object->isAnimating) {
|
||||
const Eigen::Vector3f& approachTarget = object->hasInteractionPosition
|
||||
? object->interactionPosition : object->position;
|
||||
if ((player->second->position - approachTarget).norm() <= object->approachRadius) {
|
||||
result.interactiveObjects.push_back(
|
||||
{location->targetInteractiveObjectId, {}, true,
|
||||
object->activateFunctionName});
|
||||
location->targetInteractiveObjectId.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!location->targetInteractNpcId.empty() &&
|
||||
player != players.end() && player->second && player->second->enabled &&
|
||||
npcs.count(location->targetInteractNpcId) != 0 &&
|
||||
npcs.at(location->targetInteractNpcId)) {
|
||||
const auto& npc = npcs.at(location->targetInteractNpcId);
|
||||
const float distance =
|
||||
(player->second->position - npc->position).norm();
|
||||
if (distance <= NPC_TALK_DISTANCE) {
|
||||
player->second->stopInPlace();
|
||||
npc->faceTargetId = "player1";
|
||||
result.npcInteractionId = location->targetInteractNpcId;
|
||||
location->targetInteractNpcId.clear();
|
||||
}
|
||||
}*/
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@ struct CharacterDamageEvent {
|
||||
float amount = 0.f;
|
||||
float hp = 0.f;
|
||||
float maxHp = 0.f;
|
||||
Eigen::Vector3f direction = Eigen::Vector3f::Zero();
|
||||
Vec3fp direction;
|
||||
};
|
||||
|
||||
struct InteractiveObjectSimulationEvent {
|
||||
@@ -64,20 +64,15 @@ struct LocationGameState {
|
||||
CharacterState* findCharacter(const std::string& id, PlayerStateMap& players);
|
||||
const CharacterState* findCharacter(
|
||||
const std::string& id, const PlayerStateMap& players) const;
|
||||
/*std::vector<PathFinder::DynamicObstacle> collectPathObstacles(
|
||||
const std::string& requesterId,
|
||||
const PlayerStateMap& players,
|
||||
const std::string& forcedObstacleId = {}) const;*/
|
||||
bool setCharacterDestination(
|
||||
const std::string& id,
|
||||
const Eigen::Vector3f& target,
|
||||
const Vec3fp& target,
|
||||
std::string callbackName,
|
||||
PlayerStateMap& players,
|
||||
const std::string& forcedObstacleId = {});
|
||||
bool replanCharacter(
|
||||
const std::string& id,
|
||||
PlayerStateMap& players,
|
||||
const std::string& forcedObstacleId = {});
|
||||
PlayerStateMap& players);
|
||||
void startTaxi();
|
||||
void resetTaxi();
|
||||
LocationSimulationEvents update(
|
||||
|
||||
@@ -0,0 +1,419 @@
|
||||
#pragma once
|
||||
|
||||
#include "navigation/PathFinder.h"
|
||||
#include <algorithm>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace FRG {
|
||||
|
||||
// Линейное ограничение (полуплоскость допустимых скоростей ORCA)
|
||||
struct OrcaLine {
|
||||
Vec2fp point; // Точка на граничной прямой
|
||||
Vec2fp direction; // Единичный вектор направления прямой (допустимая полуплоскость СЛЕВА)
|
||||
};
|
||||
|
||||
struct OrcaAgent {
|
||||
std::string id;
|
||||
CharacterState* state = nullptr;
|
||||
Vec2fp pos;
|
||||
Vec2fp vel;
|
||||
Vec2fp prefVel;
|
||||
fp radius;
|
||||
fp maxSpeed;
|
||||
bool isStationary = false;
|
||||
bool isGhost = false; // Враги-духи (парят в воздухе, легко расталкиваются)
|
||||
bool constantSpeed = true; // Люди (ходят только с полной скоростью либо стоят)
|
||||
Vec2fp newVel;
|
||||
};
|
||||
|
||||
class OrcaSolver {
|
||||
public:
|
||||
// Горизонт упреждения 0.6 сек (~1.8 метра при скорости 3 м/с)
|
||||
static fp timeHorizon() { return fp(0.6f); }
|
||||
|
||||
static void step(
|
||||
std::vector<OrcaAgent>& agents,
|
||||
fp dtSec,
|
||||
const PathFinder* navMesh)
|
||||
{
|
||||
if (dtSec <= fp(0) || agents.empty()) return;
|
||||
|
||||
// 1. Обязательная сортировка по ID для 100% детерминизма Lockstep
|
||||
std::sort(agents.begin(), agents.end(), [](const OrcaAgent& a, const OrcaAgent& b) {
|
||||
return a.id < b.id;
|
||||
});
|
||||
|
||||
const fp invTimeHorizon = fp(1) / timeHorizon();
|
||||
const fp invDt = fp(1) / dtSec;
|
||||
const fp neighborDist = fp(4.0f);
|
||||
const fp neighborDistSq = neighborDist * neighborDist;
|
||||
|
||||
std::vector<OrcaLine> orcaLines;
|
||||
orcaLines.reserve(16);
|
||||
|
||||
// 2. Для каждого агента строим линии ORCA относительно соседей
|
||||
for (std::size_t i = 0; i < agents.size(); ++i) {
|
||||
OrcaAgent& agent = agents[i];
|
||||
if (agent.maxSpeed <= fp(0) || agent.prefVel.lengthSq() <= fp(0.001f)) {
|
||||
agent.newVel = Vec2fp(fp(0), fp(0));
|
||||
continue;
|
||||
}
|
||||
|
||||
orcaLines.clear();
|
||||
|
||||
// ВАЖНО: Если человек стартует с места, используем prefVel как базу для построения VO,
|
||||
// чтобы стоящие рядом NPC не запирали его в нулевой скорости!
|
||||
const Vec2fp effectiveAgentVel = (agent.constantSpeed && agent.vel.lengthSq() < fp(0.1f))
|
||||
? agent.prefVel
|
||||
: agent.vel;
|
||||
|
||||
for (std::size_t j = 0; j < agents.size(); ++j) {
|
||||
if (i == j) continue;
|
||||
const OrcaAgent& other = agents[j];
|
||||
|
||||
// Человек НЕ строит тормозящих линий ORCA об духов —
|
||||
// духи сами расступаются перед человеком и расталкиваются в resolveHardCollisions!
|
||||
if (!agent.isGhost && other.isGhost) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Vec2fp relativePos = other.pos - agent.pos;
|
||||
const fp distSq = relativePos.lengthSq();
|
||||
if (distSq > neighborDistSq) continue;
|
||||
|
||||
const Vec2fp relativeVel = effectiveAgentVel - other.vel;
|
||||
// Для проверки конуса обхода используем чуть меньший радиус (85%),
|
||||
// чтобы персонажи легче протискивались мимо друг друга
|
||||
const fp combinedRadius = (agent.radius + other.radius) * fp(0.85f);
|
||||
const fp combinedRadiusSq = combinedRadius * combinedRadius;
|
||||
|
||||
OrcaLine line;
|
||||
Vec2fp u;
|
||||
|
||||
if (distSq > combinedRadiusSq) {
|
||||
const Vec2fp w = relativeVel - relativePos * invTimeHorizon;
|
||||
const fp wLengthSq = w.lengthSq();
|
||||
const fp dotProduct1 = w.dot(relativePos);
|
||||
|
||||
if (dotProduct1 < fp(0) && dotProduct1 * dotProduct1 > combinedRadiusSq * wLengthSq) {
|
||||
const fp wLength = fpm::sqrt(wLengthSq);
|
||||
const Vec2fp unitW = wLength > fp(0.001f) ? (w / wLength) : Vec2fp(fp(1), fp(0));
|
||||
line.direction = Vec2fp(unitW.y, -unitW.x);
|
||||
u = unitW * (combinedRadius * invTimeHorizon - wLength);
|
||||
}
|
||||
else {
|
||||
const fp leg = fpm::sqrt(std::max(fp(0), distSq - combinedRadiusSq));
|
||||
if (relativePos.cross(w) > fp(0)) {
|
||||
line.direction = Vec2fp(
|
||||
relativePos.x * leg - relativePos.y * combinedRadius,
|
||||
relativePos.x * combinedRadius + relativePos.y * leg
|
||||
) / distSq;
|
||||
}
|
||||
else {
|
||||
line.direction = Vec2fp(
|
||||
-(relativePos.x * leg + relativePos.y * combinedRadius),
|
||||
-(-relativePos.x * combinedRadius + relativePos.y * leg)
|
||||
) / distSq;
|
||||
}
|
||||
const fp dotProduct2 = relativeVel.dot(line.direction);
|
||||
u = line.direction * dotProduct2 - relativeVel;
|
||||
}
|
||||
}
|
||||
else {
|
||||
const Vec2fp w = relativeVel - relativePos * invDt;
|
||||
const fp wLength = w.length();
|
||||
const Vec2fp unitW = wLength > fp(0.001f)
|
||||
? (w / wLength)
|
||||
: ((i < j) ? Vec2fp(fp(1), fp(0)) : Vec2fp(fp(-1), fp(0)));
|
||||
|
||||
line.direction = Vec2fp(unitW.y, -unitW.x);
|
||||
u = unitW * (combinedRadius * invDt - wLength);
|
||||
}
|
||||
|
||||
fp responsibility = fp(0.5f);
|
||||
if (agent.isGhost && !other.isGhost) {
|
||||
responsibility = fp(0.95f); // Дух берет 95% уклонения от человека
|
||||
}
|
||||
else if (other.isStationary && !agent.isStationary) {
|
||||
responsibility = fp(1.0f); // Обходящий берет 100% маневра мимо стоящего
|
||||
}
|
||||
else if (!other.isStationary && agent.isStationary) {
|
||||
responsibility = fp(0.0f);
|
||||
}
|
||||
|
||||
line.point = effectiveAgentVel + u * responsibility;
|
||||
orcaLines.push_back(line);
|
||||
}
|
||||
|
||||
// Решаем стандартную задачу ORCA
|
||||
Vec2fp resultVel = agent.prefVel;
|
||||
int lineFail = linearProgram2(orcaLines, agent.maxSpeed, agent.prefVel, false, resultVel);
|
||||
if (lineFail < static_cast<int>(orcaLines.size())) {
|
||||
linearProgram3(orcaLines, lineFail, agent.maxSpeed, resultVel);
|
||||
}
|
||||
|
||||
// Если это человек (constantSpeed == true), ищем угол обхода с сохранением полной скорости:
|
||||
const fp prefSpeedSq = agent.prefVel.lengthSq();
|
||||
if (agent.constantSpeed && prefSpeedSq > fp(0.01f)) {
|
||||
const fp prefSpeed = fpm::sqrt(prefSpeedSq);
|
||||
resultVel = findConstantSpeedVelocity(orcaLines, agent.prefVel, prefSpeed, resultVel);
|
||||
}
|
||||
|
||||
agent.newVel = resultVel;
|
||||
}
|
||||
|
||||
// 3. Применяем скорости и корректируем жесткие наложения
|
||||
for (auto& agent : agents) {
|
||||
agent.pos = agent.pos + agent.newVel * dtSec;
|
||||
}
|
||||
|
||||
resolveHardCollisions(agents);
|
||||
|
||||
// 4. Удерживаем всех внутри NavMesh
|
||||
if (navMesh && navMesh->isReady()) {
|
||||
for (auto& agent : agents) {
|
||||
Vec3fp pt3D(agent.pos.x, navMesh->getFloorY(), agent.pos.y);
|
||||
if (!navMesh->isWalkable(pt3D)) {
|
||||
int dummyTri = -1;
|
||||
agent.pos = navMesh->clampToNavMesh(agent.pos, dummyTri);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
// Подбирает вектор скорости строго длины prefSpeed, который огибает препятствие без замедления
|
||||
static Vec2fp findConstantSpeedVelocity(
|
||||
const std::vector<OrcaLine>& orcaLines,
|
||||
const Vec2fp& prefVel,
|
||||
fp prefSpeed,
|
||||
const Vec2fp& orcaVel)
|
||||
{
|
||||
if (orcaLines.empty()) return prefVel;
|
||||
|
||||
const Vec2fp forwardDir = prefVel / prefSpeed;
|
||||
// Перпендикуляр для отступа влево/вправо при лобовом столкновении
|
||||
const Vec2fp rightDir(forwardDir.y, -forwardDir.x);
|
||||
|
||||
// Перебираем веер углов отклонения от прямого курса (0°, ±15°, ±30°, ±45°, ±60°, ±75°, ±90°)
|
||||
// Синусы и косинусы заданы константами для скорости и детерминизма
|
||||
struct AngleOffset { fp cosA; fp sinA; };
|
||||
static const AngleOffset offsets[] = {
|
||||
{ fp(1.000f), fp(0.000f) },
|
||||
{ fp(0.966f), fp(0.259f) }, { fp(0.966f), fp(-0.259f) }, // ±15°
|
||||
{ fp(0.866f), fp(0.500f) }, { fp(0.866f), fp(-0.500f) }, // ±30°
|
||||
{ fp(0.707f), fp(0.707f) }, { fp(0.707f), fp(-0.707f) }, // ±45°
|
||||
{ fp(0.500f), fp(0.866f) }, { fp(0.500f), fp(-0.866f) }, // ±60°
|
||||
{ fp(0.259f), fp(0.966f) }, { fp(0.259f), fp(-0.966f) }, // ±75°
|
||||
{ fp(0.000f), fp(1.000f) }, { fp(0.000f), fp(-1.000f) } // ±90°
|
||||
};
|
||||
|
||||
// Определяем, в какую сторону (влево или вправо) нам выгоднее обходить по подсказке от ORCA
|
||||
const fp sideHint = rightDir.dot(orcaVel);
|
||||
|
||||
for (std::size_t k = 0; k < sizeof(offsets) / sizeof(offsets[0]); ++k) {
|
||||
// Если k нечетный (пара ±угол), проверяем сначала ту сторону, куда склоняется ORCA
|
||||
std::size_t idx = k;
|
||||
if (k >= 1 && (k % 2 == 1) && sideHint < fp(0)) {
|
||||
idx = k + 1;
|
||||
}
|
||||
else if (k >= 1 && (k % 2 == 0) && sideHint < fp(0)) {
|
||||
idx = k - 1;
|
||||
}
|
||||
|
||||
const Vec2fp candidateDir = forwardDir * offsets[idx].cosA + rightDir * offsets[idx].sinA;
|
||||
const Vec2fp candidateVel = candidateDir * prefSpeed;
|
||||
|
||||
bool valid = true;
|
||||
for (const auto& line : orcaLines) {
|
||||
// Допускаем погрешность 0.1f м/с
|
||||
if (line.direction.cross(line.point - candidateVel) > fp(0.1f)) {
|
||||
valid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (valid) {
|
||||
return candidateVel;
|
||||
}
|
||||
}
|
||||
|
||||
// Если ни один угол до ±90° не свободен (проход полностью заблокирован вплотную) — стоим
|
||||
return Vec2fp(fp(0), fp(0));
|
||||
}
|
||||
|
||||
static void resolveHardCollisions(std::vector<OrcaAgent>& agents) {
|
||||
const std::size_t n = agents.size();
|
||||
for (int iter = 0; iter < 2; ++iter) {
|
||||
for (std::size_t i = 0; i < n; ++i) {
|
||||
for (std::size_t j = i + 1; j < n; ++j) {
|
||||
Vec2fp delta = agents[j].pos - agents[i].pos;
|
||||
fp distSq = delta.lengthSq();
|
||||
fp minDist = agents[i].radius + agents[j].radius;
|
||||
|
||||
if (distSq < minDist * minDist) {
|
||||
fp dist = fpm::sqrt(distSq);
|
||||
Vec2fp normal = (dist > fp(0.001f))
|
||||
? (delta / dist)
|
||||
: Vec2fp(fp(1), fp(0));
|
||||
|
||||
fp penetration = (minDist - dist) * fp(0.5f);
|
||||
|
||||
fp weightI = fp(0.5f);
|
||||
fp weightJ = fp(0.5f);
|
||||
|
||||
if (!agents[i].isGhost && agents[j].isGhost) {
|
||||
weightI = fp(0.0f); weightJ = fp(1.0f); // Человек на 100% выталкивает духа
|
||||
}
|
||||
else if (agents[i].isGhost && !agents[j].isGhost) {
|
||||
weightI = fp(1.0f); weightJ = fp(0.0f);
|
||||
}
|
||||
else {
|
||||
weightI = agents[i].isStationary ? fp(0.1f) : fp(0.5f);
|
||||
weightJ = agents[j].isStationary ? fp(0.1f) : fp(0.5f);
|
||||
fp sumW = weightI + weightJ;
|
||||
weightI /= sumW;
|
||||
weightJ /= sumW;
|
||||
}
|
||||
|
||||
agents[i].pos = agents[i].pos - normal * (penetration * weightI);
|
||||
agents[j].pos = agents[j].pos + normal * (penetration * weightJ);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static bool linearProgram1(
|
||||
const std::vector<OrcaLine>& lines,
|
||||
int lineNo,
|
||||
fp radius,
|
||||
const Vec2fp& optVelocity,
|
||||
bool directionOpt,
|
||||
Vec2fp& result)
|
||||
{
|
||||
const fp dotProduct = lines[lineNo].point.dot(lines[lineNo].direction);
|
||||
const fp discriminant = dotProduct * dotProduct + radius * radius - lines[lineNo].point.lengthSq();
|
||||
|
||||
if (discriminant < fp(0)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const fp sqrtDiscriminant = fpm::sqrt(discriminant);
|
||||
fp tLeft = -dotProduct - sqrtDiscriminant;
|
||||
fp tRight = -dotProduct + sqrtDiscriminant;
|
||||
|
||||
for (int i = 0; i < lineNo; ++i) {
|
||||
const fp denominator = lines[lineNo].direction.cross(lines[i].direction);
|
||||
const fp numerator = lines[i].direction.cross(lines[lineNo].point - lines[i].point);
|
||||
|
||||
if (fpm::abs(denominator) <= fp(0.001f)) {
|
||||
if (numerator < fp(0)) return false;
|
||||
continue;
|
||||
}
|
||||
|
||||
const fp t = numerator / denominator;
|
||||
if (denominator >= fp(0)) {
|
||||
tRight = std::min(tRight, t);
|
||||
}
|
||||
else {
|
||||
tLeft = std::max(tLeft, t);
|
||||
}
|
||||
|
||||
if (tLeft > tRight) return false;
|
||||
}
|
||||
|
||||
if (directionOpt) {
|
||||
if (optVelocity.dot(lines[lineNo].direction) > fp(0)) {
|
||||
result = lines[lineNo].point + lines[lineNo].direction * tRight;
|
||||
}
|
||||
else {
|
||||
result = lines[lineNo].point + lines[lineNo].direction * tLeft;
|
||||
}
|
||||
}
|
||||
else {
|
||||
const fp t = lines[lineNo].direction.dot(optVelocity - lines[lineNo].point);
|
||||
const fp tClamped = std::max(tLeft, std::min(tRight, t));
|
||||
result = lines[lineNo].point + lines[lineNo].direction * tClamped;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static int linearProgram2(
|
||||
const std::vector<OrcaLine>& lines,
|
||||
fp radius,
|
||||
const Vec2fp& optVelocity,
|
||||
bool directionOpt,
|
||||
Vec2fp& result)
|
||||
{
|
||||
if (directionOpt) {
|
||||
result = optVelocity * radius;
|
||||
}
|
||||
else if (optVelocity.lengthSq() > radius * radius) {
|
||||
result = (optVelocity / optVelocity.length()) * radius;
|
||||
}
|
||||
else {
|
||||
result = optVelocity;
|
||||
}
|
||||
|
||||
for (int i = 0; i < static_cast<int>(lines.size()); ++i) {
|
||||
if (lines[i].direction.cross(lines[i].point - result) > fp(0)) {
|
||||
const Vec2fp tempResult = result;
|
||||
if (!linearProgram1(lines, i, radius, optVelocity, directionOpt, result)) {
|
||||
result = tempResult;
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return static_cast<int>(lines.size());
|
||||
}
|
||||
|
||||
static void linearProgram3(
|
||||
const std::vector<OrcaLine>& lines,
|
||||
int beginLine,
|
||||
fp radius,
|
||||
Vec2fp& result)
|
||||
{
|
||||
fp distance = fp(0);
|
||||
|
||||
for (int i = beginLine; i < static_cast<int>(lines.size()); ++i) {
|
||||
if (lines[i].direction.cross(lines[i].point - result) > distance) {
|
||||
std::vector<OrcaLine> projLines;
|
||||
projLines.reserve(i);
|
||||
|
||||
for (int j = 0; j < i; ++j) {
|
||||
OrcaLine line;
|
||||
fp determinant = lines[i].direction.cross(lines[j].direction);
|
||||
|
||||
if (fpm::abs(determinant) <= fp(0.001f)) {
|
||||
if (lines[i].direction.dot(lines[j].direction) > fp(0)) continue;
|
||||
line.point = (lines[i].point + lines[j].point) * fp(0.5f);
|
||||
}
|
||||
else {
|
||||
line.point = lines[i].point + lines[i].direction *
|
||||
(lines[j].direction.cross(lines[i].point - lines[j].point) / determinant);
|
||||
}
|
||||
|
||||
Vec2fp dirDiff = lines[j].direction - lines[i].direction;
|
||||
fp dirLen = dirDiff.length();
|
||||
if (dirLen <= fp(0.001f)) continue;
|
||||
|
||||
line.direction = dirDiff / dirLen;
|
||||
projLines.push_back(line);
|
||||
}
|
||||
|
||||
const Vec2fp tempResult = result;
|
||||
const Vec2fp optDir(-lines[i].direction.y, lines[i].direction.x);
|
||||
if (linearProgram2(projLines, radius, optDir, true, result) < static_cast<int>(projLines.size())) {
|
||||
result = tempResult;
|
||||
}
|
||||
|
||||
distance = lines[i].direction.cross(lines[i].point - result);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace FRG
|
||||
+19
-14
@@ -13,6 +13,9 @@
|
||||
|
||||
namespace FRG {
|
||||
|
||||
constexpr float kPi = 3.14159265358979323846f;
|
||||
|
||||
|
||||
namespace {
|
||||
|
||||
// Reverse-looks-up the global name a Lua function is registered under, by
|
||||
@@ -126,9 +129,9 @@ namespace FRG {
|
||||
std::cerr << "[script] npc_walk_to: on_arrived must be a global Lua function\n";
|
||||
}
|
||||
loc->gameServer().submit(SetCharacterHomePositionCommand{
|
||||
loc->locationId(), npc->entityId(), Eigen::Vector3f(x, 0.f, z)});
|
||||
loc->locationId(), npc->entityId(), Vec3fp(static_cast<fp>(x), static_cast<fp>(0.f), static_cast<fp>(z))});
|
||||
loc->setCharacterTarget(
|
||||
*npc, Eigen::Vector3f(x, y, z), std::move(cbName));
|
||||
*npc, Vec3fp(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z)), std::move(cbName));
|
||||
});
|
||||
|
||||
|
||||
@@ -140,16 +143,16 @@ namespace FRG {
|
||||
return;
|
||||
}
|
||||
|
||||
const float rad = angle * static_cast<float>(M_PI) / 180.f;
|
||||
logger() << "[script] npc_rotate_to: " << npcId << " angle " << angle << " degrees (" << rad << " radians)" << std::endl;
|
||||
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast < fp>(180.f);
|
||||
logger() << "[script] npc_rotate_to: " << npcId << " angle " << angle << " degrees (" << static_cast<float>(rad) << " radians)" << std::endl;
|
||||
loc->gameServer().submit(SetCharacterFacingAngleCommand{
|
||||
loc->locationId(), npc->entityId(), rad, false});
|
||||
});
|
||||
|
||||
api.set_function("player_rotate_to",
|
||||
[loc](float angle) {
|
||||
const float rad = angle * static_cast<float>(M_PI) / 180.f;
|
||||
logger() << "[script] player_rotate_to: angle " << angle << " degrees (" << rad << " radians)" << std::endl;
|
||||
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast <fp>(180.f);
|
||||
logger() << "[script] player_rotate_to: angle " << angle << " degrees (" << static_cast<float>(rad) << " radians)" << std::endl;
|
||||
loc->gameServer().submit(SetCharacterFacingAngleCommand{
|
||||
loc->locationId(), loc->player->entityId(), rad, false});
|
||||
});
|
||||
@@ -188,9 +191,9 @@ namespace FRG {
|
||||
}
|
||||
loc->gameServer().submit(SetCharacterHomePositionCommand{
|
||||
loc->locationId(), loc->player->entityId(),
|
||||
Eigen::Vector3f(x, 0.f, z)});
|
||||
Vec3fp(static_cast<fp>(x), static_cast<fp>(0.f), static_cast<fp>(z))});
|
||||
loc->setCharacterTarget(
|
||||
*loc->player, Eigen::Vector3f(x, y, z), std::move(cbName));
|
||||
*loc->player, Vec3fp(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z)), std::move(cbName));
|
||||
});
|
||||
|
||||
|
||||
@@ -424,12 +427,12 @@ namespace FRG {
|
||||
api.set_function("get_player_x",
|
||||
[loc]() -> float {
|
||||
auto state = loc->player ? loc->player->stateSnapshot() : nullptr;
|
||||
return state ? state->position.x() : 0.0f;
|
||||
return state ? static_cast<float>(state->position.x) : 0.0f;
|
||||
});
|
||||
api.set_function("get_player_z",
|
||||
[loc]() -> float {
|
||||
auto state = loc->player ? loc->player->stateSnapshot() : nullptr;
|
||||
return state ? state->position.z() : 0.0f;
|
||||
return state ? static_cast<float>(state->position.z) : 0.0f;
|
||||
});
|
||||
|
||||
api.set_function("refill_current_player_hp",
|
||||
@@ -593,7 +596,7 @@ namespace FRG {
|
||||
std::cerr << "[script] npc_set_position: unknown NPC id '" << npcId << "'\n";
|
||||
return;
|
||||
}
|
||||
Eigen::Vector3f pos(x, y, z);
|
||||
Vec3fp pos(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z));
|
||||
loc->gameServer().submit(SetCharacterPositionCommand{
|
||||
loc->locationId(), npc->entityId(), pos, true});
|
||||
loc->setCharacterTarget(*npc, pos);
|
||||
@@ -607,7 +610,8 @@ namespace FRG {
|
||||
std::cerr << "[script] npc_set_rotation: unknown NPC id '" << npcId << "'\n";
|
||||
return;
|
||||
}
|
||||
const float rad = angle * static_cast<float>(M_PI) / 180.f;
|
||||
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast <fp>(180.f);
|
||||
|
||||
loc->gameServer().submit(SetCharacterFacingAngleCommand{
|
||||
loc->locationId(), npc->entityId(), rad, true});
|
||||
});
|
||||
@@ -626,7 +630,7 @@ namespace FRG {
|
||||
|
||||
api.set_function("player_set_position",
|
||||
[loc](float x, float y, float z) {
|
||||
Eigen::Vector3f pos(x, y, z);
|
||||
Vec3fp pos(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z));
|
||||
loc->gameServer().submit(SetCharacterPositionCommand{
|
||||
loc->locationId(), loc->player->entityId(), pos, true});
|
||||
loc->setCharacterTarget(*loc->player, pos);
|
||||
@@ -634,7 +638,8 @@ namespace FRG {
|
||||
|
||||
api.set_function("player_set_rotation",
|
||||
[loc](float angle) {
|
||||
const float rad = angle * static_cast<float>(M_PI) / 180.f;
|
||||
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast <fp>(180.f);
|
||||
|
||||
loc->gameServer().submit(SetCharacterFacingAngleCommand{
|
||||
loc->locationId(), loc->player->entityId(), rad, true});
|
||||
});
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <cstring>
|
||||
#include <stdexcept>
|
||||
#include <unordered_set>
|
||||
#include <math.h>
|
||||
|
||||
namespace FRG {
|
||||
namespace {
|
||||
@@ -172,7 +173,7 @@ CharacterState NpcData::toCharacterState() const
|
||||
CharacterState state;
|
||||
state.npcName = name;
|
||||
state.position = {positionX, positionY, positionZ};
|
||||
state.homePosition = {positionX, 0.f, positionZ};
|
||||
state.homePosition = {positionX, static_cast<fp>(0.f), positionZ};
|
||||
state.stopInPlace();
|
||||
state.facingAngle = facingAngle;
|
||||
state.walkSpeed = walkSpeed;
|
||||
@@ -183,9 +184,9 @@ CharacterState NpcData::toCharacterState() const
|
||||
state.visibleRange = visibleRange;
|
||||
state.canAttack = canAttack;
|
||||
state.enabled = enabled;
|
||||
state.collisionRadius = navigationAvoidanceRadius;
|
||||
state.movementContactRadius =
|
||||
(std::min)(movementContactRadius, navigationAvoidanceRadius);
|
||||
//state.collisionRadius = navigationAvoidanceRadius;
|
||||
//state.movementContactRadius =
|
||||
// (std::min)(movementContactRadius, navigationAvoidanceRadius);
|
||||
state.interactionRadius = interactionRadius;
|
||||
state.configureNavigationRetryCooldowns(
|
||||
id, navigationRetryCooldownTicks);
|
||||
@@ -309,8 +310,8 @@ LocationDefinition LocationContentLoader::load(
|
||||
data.meshTextures[name] = path.get<std::string>();
|
||||
}
|
||||
}
|
||||
data.interactionRadius =
|
||||
item.value("interactionRadius", 0.f);
|
||||
data.interactionRadius = static_cast<fp>(
|
||||
item.value<double>("interactionRadius", 0.0));
|
||||
data.animationIdlePath =
|
||||
item.value("animationIdlePath", "");
|
||||
data.animationWalkPath =
|
||||
@@ -327,11 +328,11 @@ LocationDefinition LocationContentLoader::load(
|
||||
item.value("animationActionToDeathPath", "");
|
||||
data.animationDeathIdlePath =
|
||||
item.value("animationDeathIdlePath", "");
|
||||
data.positionX = item.value("positionX", 0.f);
|
||||
data.positionY = item.value("positionY", 0.f);
|
||||
data.positionZ = item.value("positionZ", 0.f);
|
||||
data.walkSpeed = item.value("walkSpeed", 1.5f);
|
||||
data.rotationSpeed = item.value("rotationSpeed", 8.f);
|
||||
data.positionX = static_cast<fp>(item.value<double>("positionX", 0.0));
|
||||
data.positionY = static_cast<fp>(item.value<double>("positionY", 0.0));
|
||||
data.positionZ = static_cast<fp>(item.value<double>("positionZ", 0.0));
|
||||
data.walkSpeed = static_cast<fp>(item.value<double>("walkSpeed", 1.5));
|
||||
data.rotationSpeed = static_cast<fp>(item.value<double>("rotationSpeed", 8.0));
|
||||
data.modelScale = item.value("modelScale", 0.01f);
|
||||
const float degrees = kPi / 180.f;
|
||||
data.modelCorrectionRotX =
|
||||
@@ -341,12 +342,13 @@ LocationDefinition LocationContentLoader::load(
|
||||
data.modelCorrectionRotZ =
|
||||
item.value("modelCorrectionRotZ", 0.f) * degrees;
|
||||
data.facingAngle =
|
||||
item.value("facingAngle", 0.f) * degrees;
|
||||
static_cast<fp>(item.value<double>("facingAngle", 0.0)) * static_cast<fp>(kPi) / static_cast<fp>(180.0);
|
||||
data.hp = item.value("hp", 100.f);
|
||||
data.visibleRange =
|
||||
item.value("visibleRange", VISIBLE_RANGE);
|
||||
static_cast<fp>(item.value<double>("visibleRange", static_cast<double>(VISIBLE_RANGE)));
|
||||
data.canAttack = item.value("canAttack", false);
|
||||
data.enabled = item.value("enabled", true);
|
||||
/*
|
||||
data.navigationAvoidanceRadius = item.value(
|
||||
"navigationAvoidanceRadius",
|
||||
item.value("collisionRadius", 0.45f));
|
||||
@@ -359,6 +361,7 @@ LocationDefinition LocationContentLoader::load(
|
||||
0.05f, (std::min)(
|
||||
data.movementContactRadius,
|
||||
data.navigationAvoidanceRadius));
|
||||
*/
|
||||
const char* cooldownKey =
|
||||
item.contains("navigationRetryCooldownTicks")
|
||||
? "navigationRetryCooldownTicks"
|
||||
|
||||
@@ -58,23 +58,23 @@ struct NpcData {
|
||||
std::string animationActionToStandPath;
|
||||
std::string animationActionToDeathPath;
|
||||
std::string animationDeathIdlePath;
|
||||
float positionX = 0.f;
|
||||
float positionY = 0.f;
|
||||
float positionZ = 0.f;
|
||||
float walkSpeed = 1.5f;
|
||||
float rotationSpeed = 8.f;
|
||||
fp positionX = static_cast<fp>(0.f);
|
||||
fp positionY = static_cast<fp>(0.f);
|
||||
fp positionZ = static_cast<fp>(0.f);
|
||||
fp walkSpeed = static_cast<fp>(1.5f);
|
||||
fp rotationSpeed = static_cast<fp>(8.f);
|
||||
float modelScale = 0.01f;
|
||||
float modelCorrectionRotX = 0.f;
|
||||
float modelCorrectionRotY = 0.f;
|
||||
float modelCorrectionRotZ = 0.f;
|
||||
float facingAngle = 0.f;
|
||||
fp facingAngle = static_cast<fp>(0.f);
|
||||
float hp = 100.f;
|
||||
float visibleRange = VISIBLE_RANGE;
|
||||
fp visibleRange = static_cast<fp>(VISIBLE_RANGE);
|
||||
bool canAttack = false;
|
||||
bool enabled = true;
|
||||
float navigationAvoidanceRadius = 0.45f;
|
||||
float movementContactRadius = 0.32f;
|
||||
float interactionRadius = 0.f;
|
||||
//fp navigationAvoidanceRadius = static_cast<fp>(0.45f);
|
||||
//fp movementContactRadius = static_cast<fp>(0.32f);
|
||||
fp interactionRadius = static_cast<fp>(0.f);
|
||||
std::vector<int> navigationRetryCooldownTicks;
|
||||
|
||||
CharacterState toCharacterState() const;
|
||||
|
||||
@@ -137,19 +137,19 @@ struct SetGlobalFloatCommand { std::string key; float value; };
|
||||
struct SetCharacterPositionCommand {
|
||||
std::string locationId;
|
||||
std::string characterId;
|
||||
Eigen::Vector3f position;
|
||||
Vec3fp position;
|
||||
bool updateHomePosition = false;
|
||||
};
|
||||
struct SetCharacterFacingAngleCommand {
|
||||
std::string locationId;
|
||||
std::string characterId;
|
||||
float angle;
|
||||
fp angle;
|
||||
bool setCurrentAngle = false;
|
||||
};
|
||||
struct SetCharacterHomePositionCommand {
|
||||
std::string locationId;
|
||||
std::string characterId;
|
||||
Eigen::Vector3f position;
|
||||
Vec3fp position;
|
||||
};
|
||||
struct SetCharacterTargetCommand {
|
||||
std::string locationId;
|
||||
@@ -173,7 +173,7 @@ struct ClearCharacterAttackTargetCommand {
|
||||
struct SetCharacterDestinationCommand {
|
||||
std::string locationId;
|
||||
std::string characterId;
|
||||
Eigen::Vector3f target;
|
||||
Vec3fp target;
|
||||
std::string callbackName;
|
||||
};
|
||||
struct StopCharacterCommand {
|
||||
|
||||
@@ -70,11 +70,11 @@ void InternalGameServer::updateBattleZoneTestBot(std::int64_t deltaMs)
|
||||
battleZoneTestBotElapsedMs_ %= kBattleZoneTestBotIntervalMs;
|
||||
|
||||
static std::mt19937 randomEngine(std::random_device{}());
|
||||
static std::uniform_real_distribution<float> coordinate(-10.0f, 10.0f);
|
||||
static std::uniform_int_distribution<int> coordinate(-100, 100); //Divide by 10 then.
|
||||
submit(SetCharacterDestinationCommand{
|
||||
state_.currentLocationName,
|
||||
kBattleZonePlayer2Id,
|
||||
Eigen::Vector3f(coordinate(randomEngine), 0.f, coordinate(randomEngine)),
|
||||
Vec3fp(static_cast<fp>(coordinate(randomEngine)) / static_cast<fp>(10), static_cast<fp>(0.f), coordinate(randomEngine) / static_cast<fp>(10)),
|
||||
std::string()});
|
||||
}
|
||||
|
||||
@@ -520,8 +520,7 @@ void InternalGameServer::update(std::int64_t deltaMs)
|
||||
if (!event.events.navigationRequested) continue;
|
||||
if (event.events.forceNavigationReplan)
|
||||
stored->second.replanCharacter(
|
||||
event.characterId, state_.players,
|
||||
event.events.blockingCharacterId);
|
||||
event.characterId, state_.players);
|
||||
else
|
||||
stored->second.setCharacterDestination(
|
||||
event.characterId, event.events.navigationTarget, {},
|
||||
|
||||
@@ -91,6 +91,44 @@ bool readTarget(
|
||||
return true;
|
||||
}
|
||||
|
||||
bool readTargetFp(
|
||||
const nlohmann::json& value, FRG::Vec3fp& target, std::string& error)
|
||||
{
|
||||
if (!value.is_array() || value.size() != 3) {
|
||||
error = "target must contain three coordinates";
|
||||
return false;
|
||||
}
|
||||
|
||||
FRG::fp coords[3];
|
||||
for (std::size_t index = 0; index < 3; ++index) {
|
||||
if (!value[index].is_number()) {
|
||||
error = "target coordinates must be numbers";
|
||||
return false;
|
||||
}
|
||||
const double coordinate = value[index].get<double>();
|
||||
if (!std::isfinite(coordinate) || std::abs(coordinate) > 100000.0) {
|
||||
error = "target coordinate is not finite or is out of range";
|
||||
return false;
|
||||
}
|
||||
// Округляем до сотых в double и конвертируем в Q20.12 (fp)
|
||||
coords[index] = FRG::fp(coordinate);
|
||||
}
|
||||
|
||||
target.x = coords[0];
|
||||
target.y = coords[1];
|
||||
target.z = coords[2];
|
||||
return true;
|
||||
}
|
||||
|
||||
nlohmann::json targetJsonFp(const FRG::Vec3fp& target)
|
||||
{
|
||||
return nlohmann::json::array({
|
||||
static_cast<double>(target.x),
|
||||
static_cast<double>(target.y),
|
||||
static_cast<double>(target.z)
|
||||
});
|
||||
}
|
||||
|
||||
nlohmann::json targetJson(const Eigen::Vector3f& target)
|
||||
{
|
||||
return nlohmann::json::array({target.x(), target.y(), target.z()});
|
||||
@@ -161,7 +199,7 @@ bool parseInitialStateMessage(
|
||||
}
|
||||
|
||||
std::uint64_t LockstepTimeline::schedule(
|
||||
const std::string& playerId, const Eigen::Vector3f& target)
|
||||
const std::string& playerId, const Vec3fp& target)
|
||||
{
|
||||
const std::uint64_t sequence = nextCommandSequence_++;
|
||||
pending_[currentTick_ + inputDelayTicks_].push_back(
|
||||
@@ -206,7 +244,7 @@ std::string makeDestinationInputMessage(const DestinationInputMessage& message)
|
||||
{
|
||||
return envelope("destination_input", {
|
||||
{"clientSequence", message.clientSequence},
|
||||
{"target", targetJson(message.target)}
|
||||
{"target", targetJsonFp(message.target)}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -219,7 +257,7 @@ bool parseDestinationInputMessage(
|
||||
return false;
|
||||
if (!payload.contains("target"))
|
||||
return error = "target is required", false;
|
||||
return readTarget(payload["target"], message.target, error);
|
||||
return readTargetFp(payload["target"], message.target, error);
|
||||
}
|
||||
|
||||
std::string makeCharacterActionInputMessage(
|
||||
@@ -265,7 +303,7 @@ std::string makeTickMessage(const TickMessage& message)
|
||||
{"type", "destination"},
|
||||
{"commandSequence", command.commandSequence},
|
||||
{"playerId", command.playerId},
|
||||
{"target", targetJson(command.target)}
|
||||
{"target", targetJsonFp(command.target)}
|
||||
});
|
||||
} else {
|
||||
if constexpr (std::is_same_v<T, ScheduledCharacterEnabledCommand>) {
|
||||
@@ -320,7 +358,7 @@ bool parseTickMessage(
|
||||
destination.commandSequence = previousSequence;
|
||||
if (!value.contains("playerId") || !value["playerId"].is_string() ||
|
||||
!value.contains("target") ||
|
||||
!readTarget(value["target"], destination.target, error)) {
|
||||
!readTargetFp(value["target"], destination.target, error)) {
|
||||
if (error.empty()) error = "invalid destination command";
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include <string>
|
||||
#include <variant>
|
||||
#include <vector>
|
||||
#include "../navigation/PathFinder.h"
|
||||
|
||||
namespace FRG {
|
||||
|
||||
@@ -25,7 +26,7 @@ struct InitialStateMessage {
|
||||
|
||||
struct DestinationInputMessage {
|
||||
std::uint64_t clientSequence = 0;
|
||||
Eigen::Vector3f target = Eigen::Vector3f::Zero();
|
||||
Vec3fp target;
|
||||
};
|
||||
|
||||
struct CharacterActionInputMessage {
|
||||
@@ -37,7 +38,7 @@ struct CharacterActionInputMessage {
|
||||
struct ScheduledDestinationCommand {
|
||||
std::uint64_t commandSequence = 0;
|
||||
std::string playerId;
|
||||
Eigen::Vector3f target = Eigen::Vector3f::Zero();
|
||||
Vec3fp target;
|
||||
};
|
||||
|
||||
struct ScheduledCharacterEnabledCommand {
|
||||
@@ -73,7 +74,7 @@ public:
|
||||
|
||||
std::uint64_t currentTick() const { return currentTick_; }
|
||||
std::uint64_t schedule(
|
||||
const std::string& playerId, const Eigen::Vector3f& target);
|
||||
const std::string& playerId, const Vec3fp& target);
|
||||
std::uint64_t scheduleCharacterEnabled(
|
||||
const std::string& locationId, const std::string& characterId,
|
||||
bool enabled);
|
||||
|
||||
@@ -13,6 +13,9 @@
|
||||
|
||||
namespace FRG {
|
||||
|
||||
constexpr float kPi = 3.14159265358979323846f;
|
||||
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
@@ -341,7 +344,7 @@ namespace FRG {
|
||||
data.meshTextures[it.key()] = it.value().get<std::string>();
|
||||
}
|
||||
}
|
||||
data.interactionRadius = item.value("interactionRadius", 0.0f);
|
||||
data.interactionRadius = static_cast<fp>(item.value<double>("interactionRadius", 0.0));
|
||||
data.animationIdlePath = item.value("animationIdlePath", "");
|
||||
data.animationWalkPath = item.value("animationWalkPath", "");
|
||||
data.animationActionIdlePath = item.value("animationActionIdlePath", "");
|
||||
@@ -350,18 +353,18 @@ namespace FRG {
|
||||
data.animationActionToStandPath = item.value("animationActionToStandPath", "");
|
||||
data.animationActionToDeathPath = item.value("animationActionToDeathPath", "");
|
||||
data.animationDeathIdlePath = item.value("animationDeathIdlePath", "");
|
||||
data.positionX = item.value("positionX", 0.0f);
|
||||
data.positionY = item.value("positionY", 0.0f);
|
||||
data.positionZ = item.value("positionZ", 0.0f);
|
||||
data.walkSpeed = item.value("walkSpeed", 1.5f);
|
||||
data.rotationSpeed = item.value("rotationSpeed", 8.0f);
|
||||
data.positionX = static_cast<fp>(item.value<double>("positionX", 0.0));
|
||||
data.positionY = static_cast<fp>(item.value<double>("positionY", 0.0));
|
||||
data.positionZ = static_cast<fp>(item.value<double>("positionZ", 0.0));
|
||||
data.walkSpeed = static_cast<fp>(item.value<double>("walkSpeed", 1.5));
|
||||
data.rotationSpeed = static_cast<fp>(item.value<double>("rotationSpeed", 8.0));
|
||||
data.modelScale = item.value("modelScale", 0.01f);
|
||||
data.modelCorrectionRotX = item.value("modelCorrectionRotX", 0.0f) * static_cast<float>(M_PI) / 180.0f;
|
||||
data.modelCorrectionRotY = item.value("modelCorrectionRotY", 0.0f) * static_cast<float>(M_PI) / 180.0f;
|
||||
data.modelCorrectionRotZ = item.value("modelCorrectionRotZ", 0.0f) * static_cast<float>(M_PI) / 180.0f;
|
||||
data.facingAngle = item.value("facingAngle", 0.0f) * static_cast<float>(M_PI) / 180.0f;
|
||||
data.facingAngle = static_cast<fp>(item.value("facingAngle", 0.0f)) * static_cast<fp>(kPi) / static_cast<fp>(180.0f);
|
||||
data.hp = item.value("hp", 100.0f);
|
||||
data.visibleRange = item.value("visibleRange", VISIBLE_RANGE);
|
||||
data.visibleRange = static_cast<fp>(item.value<double>("visibleRange", static_cast<double>(VISIBLE_RANGE)));
|
||||
data.canAttack = item.value("canAttack", false);
|
||||
data.enabled = item.value("enabled", true);
|
||||
|
||||
@@ -401,7 +404,7 @@ namespace FRG {
|
||||
renderer, zipPath.c_str());
|
||||
if (npc) {
|
||||
logger() << "Successfully loaded NPC: " << npcData.name << " at ("
|
||||
<< npcData.positionX << ", " << npcData.positionY << ", " << npcData.positionZ << ")" << std::endl;
|
||||
<< static_cast<float>(npcData.positionX) << ", " << static_cast<float>(npcData.positionY) << ", " << static_cast<float>(npcData.positionZ) << ")" << std::endl;
|
||||
npcs.push_back(std::move(npc));
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
|
||||
@@ -12,8 +12,27 @@
|
||||
namespace FRG {
|
||||
|
||||
using json = nlohmann::json;
|
||||
Vec3fp operator-(Vec3fp a, Vec3fp b)
|
||||
{
|
||||
return Vec3fp{
|
||||
a.x - b.x,
|
||||
a.y - b.y,
|
||||
a.z - b.z
|
||||
};
|
||||
}
|
||||
Vec3fp operator+(Vec3fp a, Vec3fp b)
|
||||
{
|
||||
return Vec3fp{
|
||||
a.x + b.x,
|
||||
a.y + b.y,
|
||||
a.z + b.z
|
||||
};
|
||||
}
|
||||
|
||||
namespace {
|
||||
|
||||
|
||||
|
||||
std::vector<Eigen::Vector2f> readPolygon(const json& item)
|
||||
{
|
||||
std::vector<Eigen::Vector2f> polygon;
|
||||
|
||||
@@ -80,8 +80,37 @@ namespace FRG {
|
||||
Eigen::Vector3f toEigen() const {
|
||||
return Eigen::Vector3f(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
|
||||
}
|
||||
|
||||
fp normSquared() const
|
||||
{
|
||||
return x * x + y * y + z * z;
|
||||
}
|
||||
Vec3fp operator/(fp value) const
|
||||
{
|
||||
if (value == static_cast<fp>(0.0))
|
||||
{
|
||||
throw std::runtime_error("Vec3fp error: division by zero");
|
||||
return Vec3fp();
|
||||
}
|
||||
Vec3fp r;
|
||||
r.x = x / value;
|
||||
r.y = y / value;
|
||||
r.z = z / value;
|
||||
return r;
|
||||
}
|
||||
Vec3fp operator*(const fp value) const
|
||||
{
|
||||
Vec3fp r;
|
||||
r.x = x * value;
|
||||
r.y = y * value;
|
||||
r.z = z * value;
|
||||
return r;
|
||||
}
|
||||
};
|
||||
|
||||
Vec3fp operator-(Vec3fp a, Vec3fp b);
|
||||
Vec3fp operator+(Vec3fp a, Vec3fp b);
|
||||
|
||||
inline std::vector<Eigen::Vector2f> toEigenVector(const std::vector<FRG::Vec2fp>& src) {
|
||||
std::vector<Eigen::Vector2f> dst;
|
||||
dst.reserve(src.size());
|
||||
@@ -339,6 +368,17 @@ namespace FRG {
|
||||
bool saveConfig(const std::string& path) const { return true; }
|
||||
bool saveGrid(const std::string& path) const { return true; }
|
||||
|
||||
// Внутри public: класса PathFinder
|
||||
Vec2fp clampToNavMesh(const Vec2fp& pt, int& outTriId) const {
|
||||
return findClosestPointOnNavMesh(pt, outTriId);
|
||||
}
|
||||
|
||||
// Удобная перегрузка без outTriId, если индекс треугольника не нужен:
|
||||
Vec2fp clampToNavMesh(const Vec2fp& pt) const {
|
||||
int dummyTri = -1;
|
||||
return findClosestPointOnNavMesh(pt, dummyTri);
|
||||
}
|
||||
|
||||
protected:
|
||||
NavigationArea area;
|
||||
std::vector<ObstaclePolygon> obstaclePolygons;
|
||||
|
||||
@@ -109,7 +109,7 @@ namespace FRG {
|
||||
const size_t firstWaypoint = (std::min)(
|
||||
state->currentWaypointIndex, state->pathWaypoints.size());
|
||||
for (size_t i = firstWaypoint; i < state->pathWaypoints.size(); ++i) {
|
||||
const Eigen::Vector3f& waypoint = state->pathWaypoints[i];
|
||||
const Eigen::Vector3f& waypoint = state->pathWaypoints[i].toEigen();
|
||||
route.push_back(Eigen::Vector3f(waypoint.x(), 0.0f, waypoint.z()));
|
||||
}
|
||||
const Eigen::Vector3f clickedPosition(
|
||||
@@ -140,7 +140,7 @@ namespace FRG {
|
||||
constexpr float kPlayerClearanceMs = 20.0f;
|
||||
constexpr float kPlayerMaximumSpeedMultiplier = 1.5f;
|
||||
const float playerSpeed = (std::max)(
|
||||
state->walkSpeed * kPlayerMaximumSpeedMultiplier, 0.01f);
|
||||
static_cast<float>(state->walkSpeed) * kPlayerMaximumSpeedMultiplier, 0.01f);
|
||||
const float playerRouteTimeMs = totalLength / playerSpeed * 1000.0f;
|
||||
const float revealDurationMs = (std::min)(kMaximumRevealMs, playerRouteTimeMs / 3.0f);
|
||||
const float waveSpeed = totalLength / (revealDurationMs / 1000.0f);
|
||||
|
||||
Reference in new issue
Block a user