mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
go ahead and allow follow without needing a navmesh
This commit is contained in:
parent
a05ff4f351
commit
e489e0cd18
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@ -201,14 +201,16 @@ bool AIController::getAIMove(Move* movePtr)
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}
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}
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#else
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if (getGoal()->getDist() > mControllerData->mMoveTolerance)
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if (getGoal()->getDist() > mControllerData->mFollowTolerance)
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{
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if (getGoal()->mPosSet)
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if (getGoal()->mObj.isValid())
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getNav()->followObject(getGoal()->mObj, mControllerData->mFollowTolerance);
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else if (getGoal()->mPosSet)
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getNav()->setPathDestination(getGoal()->getPosition(true));
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getGoal()->mInRange = false;
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}
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if (getGoal()->getDist() < mControllerData->mMoveTolerance)
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if (getGoal()->getDist() < mControllerData->mFollowTolerance)
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{
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mMovement.mMoveState = ModeStop;
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@ -519,9 +521,9 @@ AIControllerData::AIControllerData()
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mMoveStuckTolerance = 0.01f;
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mMoveStuckTestDelay = 30;
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mHeightTolerance = 0.001f;
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mFollowTolerance = 1.0f;
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#ifdef TORQUE_NAVIGATION_ENABLED
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mFollowTolerance = 1.0f;
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mLinkTypes = LinkData(AllFlags);
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mNavSize = AINavigation::Regular;
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mFlocking.mChance = 90;
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@ -544,9 +546,9 @@ AIControllerData::AIControllerData(const AIControllerData& other, bool temp_clon
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mMoveStuckTolerance = other.mMoveStuckTolerance;
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mMoveStuckTestDelay = other.mMoveStuckTestDelay;
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mHeightTolerance = other.mHeightTolerance;
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mFollowTolerance = other.mFollowTolerance;
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#ifdef TORQUE_NAVIGATION_ENABLED
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mFollowTolerance = other.mFollowTolerance;
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mLinkTypes = other.mLinkTypes;
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mNavSize = other.mNavSize;
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mFlocking.mChance = other.mFlocking.mChance;
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@ -575,6 +577,13 @@ void AIControllerData::initPersistFields()
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"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
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"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
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addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance from destination before stopping.\n\n"
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"When the AIController controlled object is moving to a given destination it will move to within "
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"this distance of the destination and then stop. By providing this tolerance "
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"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
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"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
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addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance considered in firing range for callback purposes.");
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@ -601,12 +610,6 @@ void AIControllerData::initPersistFields()
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#ifdef TORQUE_NAVIGATION_ENABLED
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addGroup("Pathfinding");
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addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance from destination before stopping.\n\n"
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"When the AIController controlled object is moving to a given destination it will move to within "
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"this distance of the destination and then stop. By providing this tolerance "
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"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
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"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
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addFieldV("FlockChance", TypeRangedS32, Offset(mFlocking.mChance, AIControllerData), &CommonValidators::S32Percent,
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"@brief chance of flocking.");
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addFieldV("FlockMin", TypeRangedF32, Offset(mFlocking.mMin, AIControllerData), &CommonValidators::PositiveFloat,
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@ -645,8 +648,9 @@ void AIControllerData::packData(BitStream* stream)
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stream->write(mMoveStuckTolerance);
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stream->write(mMoveStuckTestDelay);
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stream->write(mHeightTolerance);
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#ifdef TORQUE_NAVIGATION_ENABLED
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stream->write(mFollowTolerance);
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#ifdef TORQUE_NAVIGATION_ENABLED
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//enums
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stream->write(mLinkTypes.getFlags());
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stream->write((U32)mNavSize);
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@ -667,9 +671,9 @@ void AIControllerData::unpackData(BitStream* stream)
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stream->read(&mMoveStuckTolerance);
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stream->read(&mMoveStuckTestDelay);
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stream->read(&mHeightTolerance);
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stream->read(&mFollowTolerance);
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#ifdef TORQUE_NAVIGATION_ENABLED
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stream->read(&mFollowTolerance);
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//enums
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U16 linkFlags;
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stream->read(&linkFlags);
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@ -153,12 +153,12 @@ public:
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DECLARE_CONOBJECT(AIControllerData);
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F32 mMoveTolerance; // Distance from destination point before we stop
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F32 mFollowTolerance; // Distance from destination object before we stop
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F32 mAttackRadius; // Distance to trigger weaponry calcs
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S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
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F32 mMoveStuckTolerance; // Distance tolerance on stuck check
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F32 mHeightTolerance; // how high above the navmesh are we before we stop trying to repath
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#ifdef TORQUE_NAVIGATION_ENABLED
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F32 mFollowTolerance; // Distance from destination object before we stop
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struct Flocking {
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U32 mChance; // chance of flocking
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F32 mMin; // min flocking separation distance
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@ -156,6 +156,30 @@ void AINavigation::onReachDestination()
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}
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}
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void AINavigation::followObject()
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{
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if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
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return;
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if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
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{
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#ifdef TORQUE_NAVIGATION_ENABLED
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getCtrl()->clearCover();
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#endif
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}
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}
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void AINavigation::followObject(SceneObject* obj, F32 radius)
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{
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getCtrl()->setGoal(obj, radius);
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followObject();
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}
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void AINavigation::clearFollow()
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{
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getCtrl()->clearGoal();
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}
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DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
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"@brief Tells the AI to move to the location provided\n\n"
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@ -210,6 +234,23 @@ DefineEngineMethod(AIController, getPathDestination, Point3F, (), ,
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return object->getNav()->getPathDestination();
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}
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DefineEngineMethod(AIController, followObject, void, (SimObjectId obj, F32 radius), ,
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"@brief Tell the AIPlayer to follow another object.\n\n"
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"@param obj ID of the object to follow.\n"
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"@param radius Maximum distance we let the target escape to.")
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{
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SceneObject* follow;
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#ifdef TORQUE_NAVIGATION_ENABLED
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object->getNav()->clearPath();
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object->clearCover();
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#endif
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object->getNav()->clearFollow();
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if (Sim::findObject(obj, follow))
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object->getNav()->followObject(follow, radius);
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}
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#ifdef TORQUE_NAVIGATION_ENABLED
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NavMesh* AINavigation::findNavMesh() const
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{
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@ -315,27 +356,6 @@ void AINavigation::repath()
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moveToNode(1);
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}
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void AINavigation::followObject()
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{
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if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
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return;
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if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
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{
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getCtrl()->clearCover();
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}
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}
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void AINavigation::followObject(SceneObject* obj, F32 radius)
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{
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getCtrl()->setGoal(obj, radius);
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followObject();
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}
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void AINavigation::clearFollow()
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{
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getCtrl()->clearGoal();
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}
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void AINavigation::followNavPath(NavPath* path)
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{
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@ -497,21 +517,6 @@ DefineEngineMethod(AIController, followNavPath, void, (SimObjectId obj), ,
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object->getNav()->followNavPath(path);
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}
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DefineEngineMethod(AIController, followObject, void, (SimObjectId obj, F32 radius), ,
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"@brief Tell the AIPlayer to follow another object.\n\n"
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"@param obj ID of the object to follow.\n"
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"@param radius Maximum distance we let the target escape to.")
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{
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SceneObject* follow;
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object->getNav()->clearPath();
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object->clearCover();
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object->getNav()->clearFollow();
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if (Sim::findObject(obj, follow))
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object->getNav()->followObject(follow, radius);
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}
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DefineEngineMethod(AIController, repath, void, (), ,
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"@brief Tells the AI to re-plan its path. Does nothing if the character "
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@ -44,6 +44,10 @@ struct AINavigation
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void onReachDestination();
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void followObject();
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void followObject(SceneObject* obj, F32 radius);
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void clearFollow();
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#ifdef TORQUE_NAVIGATION_ENABLED
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/// Stores information about a path.
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struct PathData {
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@ -92,9 +96,6 @@ struct AINavigation
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SimObjectPtr<NavPath> getPath() { return mPathData.path; };
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void followNavPath(NavPath* path);
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void followObject();
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void followObject(SceneObject* obj, F32 radius);
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void clearFollow();
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/// Move to the specified node in the current path.
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void moveToNode(S32 node);
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bool flock();
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