46 lines
1.7 KiB
C
46 lines
1.7 KiB
C
#include "game/npc.h"
|
|
#include "game/world.h"
|
|
#include "core/types.h"
|
|
#include "core/math.h"
|
|
|
|
#include <stdio.h>
|
|
|
|
void updateNPC(F32 delta, NPC *npc, World *world) {
|
|
switch (npc->mode) {
|
|
case NPC_ACTION_WAITING:
|
|
npc->waitTime+=delta;
|
|
if(npc->waitTime > npc->maxWaitTime) {
|
|
npc->mode = NPC_ACTION_WALKING;
|
|
// TODO change targets to poi's rather than just random nodes
|
|
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
|
printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
|
|
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
|
printf("done\n");
|
|
npc->walkTimer = 0;
|
|
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
|
}
|
|
break;
|
|
case NPC_ACTION_WALKING:
|
|
npc->walkTimer+=delta;
|
|
if(npc->walkTimer >= NPC_SPEED){
|
|
npc->walkTimer = 0;
|
|
if(npc->path.nodeCount == npc->pathIndex+1){
|
|
printf("Finished! so I'm waiting\n");
|
|
npc->mode = NPC_ACTION_WAITING;
|
|
npc->maxWaitTime = Random_F32(&world->random, 10, 40);
|
|
npc->waitTime = 0;
|
|
npc->currentNavNode = npc->targetNavNode;
|
|
npc->pathIndex = 0;
|
|
return;
|
|
}
|
|
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
|
npc->pathIndex+=1;
|
|
}
|
|
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
|
|
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
|
|
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
|
|
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
|
break;
|
|
}
|
|
}
|