123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126 |
- /*
- * Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <Source/Components/NetworkAiComponent.h>
- #include <Source/Components/NetworkPlayerMovementComponent.h>
- #include <Source/Components/NetworkWeaponsComponent.h>
- #include <Multiplayer/Components/NetBindComponent.h>
- #include <Multiplayer/Components/LocalPredictionPlayerInputComponent.h>
- #include <AzCore/Serialization/EditContext.h>
- #include <AzCore/Serialization/SerializeContext.h>
- #include <AzCore/Time/ITime.h>
- namespace ${SanitizedCppName}
- {
- constexpr static float SecondsToMs = 1000.f;
- NetworkAiComponentController::NetworkAiComponentController(NetworkAiComponent& parent)
- : NetworkAiComponentControllerBase(parent)
- {
- }
- #if AZ_TRAIT_SERVER
- void NetworkAiComponentController::TickMovement(NetworkPlayerMovementComponentController& movementController, float deltaTime)
- {
- // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only)
- float deltaTimeMs = deltaTime * SecondsToMs;
- ModifyRemainingTimeMs() -= deltaTimeMs;
- if (GetRemainingTimeMs() <= 0)
- {
- // Determine a new directive after 500 to 9500 ms
- SetRemainingTimeMs(m_lcg.GetRandomFloat() * (GetActionIntervalMaxMs() - GetActionIntervalMinMs()) + GetActionIntervalMinMs());
- SetTurnRate(1.f / GetRemainingTimeMs());
- // Randomize new target yaw and pitch and compute the delta from the current yaw and pitch respectively
- SetTargetYawDelta(-movementController.m_viewYaw + (m_lcg.GetRandomFloat() * 2.f - 1.f));
- SetTargetPitchDelta(-movementController.m_viewPitch + (m_lcg.GetRandomFloat() - 0.5f));
- // Randomize the action and strafe direction (used only if we decide to strafe)
- SetAction(static_cast<Action>(m_lcg.GetRandom() % static_cast<int>(Action::COUNT)));
- SetStrafingRight(static_cast<bool>(m_lcg.GetRandom() % 2));
- }
- // Translate desired motion into inputs
- // Interpolate the current view yaw and pitch values towards the desired values
- movementController.m_viewYaw += GetTurnRate() * deltaTimeMs * GetTargetYawDelta();
- movementController.m_viewPitch += GetTurnRate() * deltaTimeMs * GetTargetPitchDelta();
- // Reset keyboard movement inputs decided on the previous frame
- movementController.m_forwardDown = false;
- movementController.m_backwardDown = false;
- movementController.m_leftDown = false;
- movementController.m_rightDown = false;
- movementController.m_sprinting = false;
- movementController.m_jumping = false;
- movementController.m_crouching = false;
- switch (GetAction())
- {
- case Action::Default:
- movementController.m_forwardDown = true;
- break;
- case Action::Sprinting:
- movementController.m_forwardDown = true;
- movementController.m_sprinting = true;
- break;
- case Action::Jumping:
- movementController.m_forwardDown = true;
- movementController.m_jumping = true;
- break;
- case Action::Crouching:
- movementController.m_forwardDown = true;
- movementController.m_crouching = true;
- break;
- case Action::Strafing:
- if (GetStrafingRight())
- {
- movementController.m_rightDown = true;
- }
- else
- {
- movementController.m_leftDown = true;
- }
- break;
- default:
- break;
- }
- }
- void NetworkAiComponentController::TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime)
- {
- // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only)
- ModifyTimeToNextShot() -= deltaTime * SecondsToMs;
- if (GetTimeToNextShot() <= 0)
- {
- if (GetShotFired())
- {
- // Fire weapon between 100 and 10000 ms from now
- SetTimeToNextShot(m_lcg.GetRandomFloat() * (GetFireIntervalMaxMs() - GetFireIntervalMinMs()) + GetFireIntervalMinMs());
- SetShotFired(false);
- weaponsController.m_weaponFiring = false;
- }
- else
- {
- weaponsController.m_weaponFiring = true;
- SetShotFired(true);
- }
- }
- }
- void NetworkAiComponentController::ConfigureAi(
- float fireIntervalMinMs, float fireIntervalMaxMs, float actionIntervalMinMs, float actionIntervalMaxMs, uint64_t seed)
- {
- SetFireIntervalMinMs(fireIntervalMinMs);
- SetFireIntervalMaxMs(fireIntervalMaxMs);
- SetActionIntervalMinMs(actionIntervalMinMs);
- SetActionIntervalMaxMs(actionIntervalMaxMs);
- m_lcg.SetSeed(seed);
- }
- #endif
- }
|