go ahead and allow follow without needing a navmesh

This commit is contained in:
AzaezelX 2025-04-28 16:01:24 -05:00
parent a05ff4f351
commit e489e0cd18
4 changed files with 63 additions and 53 deletions

View file

@ -201,14 +201,16 @@ bool AIController::getAIMove(Move* movePtr)
}
}
#else
if (getGoal()->getDist() > mControllerData->mMoveTolerance)
if (getGoal()->getDist() > mControllerData->mFollowTolerance)
{
if (getGoal()->mPosSet)
if (getGoal()->mObj.isValid())
getNav()->followObject(getGoal()->mObj, mControllerData->mFollowTolerance);
else if (getGoal()->mPosSet)
getNav()->setPathDestination(getGoal()->getPosition(true));
getGoal()->mInRange = false;
}
if (getGoal()->getDist() < mControllerData->mMoveTolerance)
if (getGoal()->getDist() < mControllerData->mFollowTolerance)
{
mMovement.mMoveState = ModeStop;
@ -519,9 +521,9 @@ AIControllerData::AIControllerData()
mMoveStuckTolerance = 0.01f;
mMoveStuckTestDelay = 30;
mHeightTolerance = 0.001f;
mFollowTolerance = 1.0f;
#ifdef TORQUE_NAVIGATION_ENABLED
mFollowTolerance = 1.0f;
mLinkTypes = LinkData(AllFlags);
mNavSize = AINavigation::Regular;
mFlocking.mChance = 90;
@ -544,9 +546,9 @@ AIControllerData::AIControllerData(const AIControllerData& other, bool temp_clon
mMoveStuckTolerance = other.mMoveStuckTolerance;
mMoveStuckTestDelay = other.mMoveStuckTestDelay;
mHeightTolerance = other.mHeightTolerance;
mFollowTolerance = other.mFollowTolerance;
#ifdef TORQUE_NAVIGATION_ENABLED
mFollowTolerance = other.mFollowTolerance;
mLinkTypes = other.mLinkTypes;
mNavSize = other.mNavSize;
mFlocking.mChance = other.mFlocking.mChance;
@ -575,6 +577,13 @@ void AIControllerData::initPersistFields()
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance considered in firing range for callback purposes.");
@ -601,12 +610,6 @@ void AIControllerData::initPersistFields()
#ifdef TORQUE_NAVIGATION_ENABLED
addGroup("Pathfinding");
addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("FlockChance", TypeRangedS32, Offset(mFlocking.mChance, AIControllerData), &CommonValidators::S32Percent,
"@brief chance of flocking.");
addFieldV("FlockMin", TypeRangedF32, Offset(mFlocking.mMin, AIControllerData), &CommonValidators::PositiveFloat,
@ -645,8 +648,9 @@ void AIControllerData::packData(BitStream* stream)
stream->write(mMoveStuckTolerance);
stream->write(mMoveStuckTestDelay);
stream->write(mHeightTolerance);
#ifdef TORQUE_NAVIGATION_ENABLED
stream->write(mFollowTolerance);
#ifdef TORQUE_NAVIGATION_ENABLED
//enums
stream->write(mLinkTypes.getFlags());
stream->write((U32)mNavSize);
@ -667,9 +671,9 @@ void AIControllerData::unpackData(BitStream* stream)
stream->read(&mMoveStuckTolerance);
stream->read(&mMoveStuckTestDelay);
stream->read(&mHeightTolerance);
stream->read(&mFollowTolerance);
#ifdef TORQUE_NAVIGATION_ENABLED
stream->read(&mFollowTolerance);
//enums
U16 linkFlags;
stream->read(&linkFlags);

View file

@ -153,12 +153,12 @@ public:
DECLARE_CONOBJECT(AIControllerData);
F32 mMoveTolerance; // Distance from destination point before we stop
F32 mFollowTolerance; // Distance from destination object before we stop
F32 mAttackRadius; // Distance to trigger weaponry calcs
S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
F32 mMoveStuckTolerance; // Distance tolerance on stuck check
F32 mHeightTolerance; // how high above the navmesh are we before we stop trying to repath
#ifdef TORQUE_NAVIGATION_ENABLED
F32 mFollowTolerance; // Distance from destination object before we stop
struct Flocking {
U32 mChance; // chance of flocking
F32 mMin; // min flocking separation distance

View file

@ -156,6 +156,30 @@ void AINavigation::onReachDestination()
}
}
void AINavigation::followObject()
{
if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
return;
if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
{
#ifdef TORQUE_NAVIGATION_ENABLED
getCtrl()->clearCover();
#endif
}
}
void AINavigation::followObject(SceneObject* obj, F32 radius)
{
getCtrl()->setGoal(obj, radius);
followObject();
}
void AINavigation::clearFollow()
{
getCtrl()->clearGoal();
}
DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
"@brief Tells the AI to move to the location provided\n\n"
@ -210,6 +234,23 @@ DefineEngineMethod(AIController, getPathDestination, Point3F, (), ,
return object->getNav()->getPathDestination();
}
DefineEngineMethod(AIController, followObject, void, (SimObjectId obj, F32 radius), ,
"@brief Tell the AIPlayer to follow another object.\n\n"
"@param obj ID of the object to follow.\n"
"@param radius Maximum distance we let the target escape to.")
{
SceneObject* follow;
#ifdef TORQUE_NAVIGATION_ENABLED
object->getNav()->clearPath();
object->clearCover();
#endif
object->getNav()->clearFollow();
if (Sim::findObject(obj, follow))
object->getNav()->followObject(follow, radius);
}
#ifdef TORQUE_NAVIGATION_ENABLED
NavMesh* AINavigation::findNavMesh() const
{
@ -315,27 +356,6 @@ void AINavigation::repath()
moveToNode(1);
}
void AINavigation::followObject()
{
if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
return;
if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
{
getCtrl()->clearCover();
}
}
void AINavigation::followObject(SceneObject* obj, F32 radius)
{
getCtrl()->setGoal(obj, radius);
followObject();
}
void AINavigation::clearFollow()
{
getCtrl()->clearGoal();
}
void AINavigation::followNavPath(NavPath* path)
{
@ -497,21 +517,6 @@ DefineEngineMethod(AIController, followNavPath, void, (SimObjectId obj), ,
object->getNav()->followNavPath(path);
}
DefineEngineMethod(AIController, followObject, void, (SimObjectId obj, F32 radius), ,
"@brief Tell the AIPlayer to follow another object.\n\n"
"@param obj ID of the object to follow.\n"
"@param radius Maximum distance we let the target escape to.")
{
SceneObject* follow;
object->getNav()->clearPath();
object->clearCover();
object->getNav()->clearFollow();
if (Sim::findObject(obj, follow))
object->getNav()->followObject(follow, radius);
}
DefineEngineMethod(AIController, repath, void, (), ,
"@brief Tells the AI to re-plan its path. Does nothing if the character "

View file

@ -44,6 +44,10 @@ struct AINavigation
void onReachDestination();
void followObject();
void followObject(SceneObject* obj, F32 radius);
void clearFollow();
#ifdef TORQUE_NAVIGATION_ENABLED
/// Stores information about a path.
struct PathData {
@ -92,9 +96,6 @@ struct AINavigation
SimObjectPtr<NavPath> getPath() { return mPathData.path; };
void followNavPath(NavPath* path);
void followObject();
void followObject(SceneObject* obj, F32 radius);
void clearFollow();
/// Move to the specified node in the current path.
void moveToNode(S32 node);
bool flock();