Commit graph

1486 commits

Author SHA1 Message Date
in0finite
8322c737a6 AI can switch weapons 2021-10-16 21:51:37 +02:00
in0finite
081f09fe66 '_wasInRange' is always true when in vehicle 2021-10-16 20:56:40 +02:00
in0finite
de9d01fc95 exit vehicle when in Chase state 2021-10-16 20:55:58 +02:00
in0finite
67e5b9e21b switch to closest target if current is out of range, for ChaseState 2021-10-16 20:25:37 +02:00
in0finite
128992794a ... 2021-10-16 19:05:44 +02:00
in0finite
3133c83f55 simplify code a lot 2021-10-16 19:01:02 +02:00
in0finite
8c52d5964c keep attacking targets that are in leader range, when we are out of leader range 2021-10-16 18:31:26 +02:00
in0finite
a000d18da4 rename 2021-10-16 17:57:21 +02:00
in0finite
69ff56eb47 if current target is also not in leader range, forget about it 2021-10-16 17:56:38 +02:00
in0finite
88ad1d69f7 ... 2021-10-16 17:56:13 +02:00
in0finite
f658a38160 ... 2021-10-16 16:20:45 +02:00
in0finite
5f07a4c4b0 fix 2021-10-16 16:19:45 +02:00
in0finite
d7f8b58df7 fix NRE 2021-10-16 16:15:39 +02:00
in0finite
8f56170169 when finding next ped to attack, also check distance from leader 2021-10-16 15:55:08 +02:00
in0finite
edcfc71f67 use own functions: IsInRange(), GetNextPedToAttack() 2021-10-16 15:53:15 +02:00
in0finite
7f382f2997 go back to leader if far away from him 2021-10-10 21:29:52 +02:00
in0finite
75ef94a7ac add 2 seconds update function 2021-10-10 20:41:56 +02:00
in0finite
d834cf57ea ... 2021-10-10 20:36:45 +02:00
in0finite
8565545154 prevent flickering when chasing target 2021-10-10 19:45:34 +02:00
in0finite
90286368b6 move classes to separate files 2021-09-26 20:36:59 +02:00
in0finite
384d986859 rename 2021-09-26 20:30:33 +02:00
in0finite
86d394c868 fix error 2021-09-26 20:29:42 +02:00
in0finite
1c8c746657 introduce IPathMovementState 2021-09-26 20:26:56 +02:00
in0finite
47eb0553b8 fix error 2021-09-26 20:21:14 +02:00
in0finite
b02d79f5df split OnDrawGizmosSelected() 2021-09-26 20:17:17 +02:00
in0finite
61f18fb3d1 split Recruit() 2021-09-26 20:02:17 +02:00
in0finite
307552980b split OnVehicleDamaged() 2021-09-26 19:53:48 +02:00
in0finite
7ddb5d0556 fix some errors 2021-09-26 19:50:09 +02:00
in0finite
14236b8342 split OnOtherPedDamaged() 2021-09-26 19:45:42 +02:00
in0finite
66510f2165 split OnMyPedDamaged() 2021-09-20 01:06:45 +02:00
in0finite
c3f4ac2f73 catch exception from OnBecameInactive() 2021-09-20 00:46:27 +02:00
in0finite
78d3f035c1 switch states properly 2021-09-20 00:44:31 +02:00
in0finite
e09d0ba020 extract StateContainer class 2021-09-19 23:29:51 +02:00
in0finite
214c0291a7 cleanup 2021-09-19 23:04:23 +02:00
in0finite
7bad14c09b follow state almost done 2021-09-19 22:40:48 +02:00
in0finite
8adfc87913 escape state done 2021-09-19 22:33:51 +02:00
in0finite
b673942f1e chase state done 2021-09-19 22:17:46 +02:00
in0finite
9c68ea7a54 start refactoring into object-oriented state machine - walk around done 2021-09-19 22:04:06 +02:00
in0finite
5e08419ac8 change namespace 2021-09-19 20:09:11 +02:00
in0finite
06eef5d9ed move to other folder 2021-09-19 20:06:15 +02:00
in0finite
4c1d121049 ped no longer misses shots 2021-09-13 03:32:48 +02:00
in0finite
1195e23528 stop drive-by when there is no target ped 2021-09-13 02:47:32 +02:00
in0finite
b6a447c26f rename 2021-09-13 02:30:30 +02:00
in0finite
41aaf1bf44 react when someone damages our vehicle 2021-09-13 02:27:15 +02:00
in0finite
37a7246a71 rename 2021-09-13 02:04:21 +02:00
in0finite
8231dd2424 ... 2021-09-13 02:03:20 +02:00
in0finite
36d3cfcd7e make enemies of peds which are attacked by our leader 2021-09-13 01:58:30 +02:00
in0finite
3d2ff03357 ... 2021-09-13 01:43:57 +02:00
in0finite
a860cf7c1d ... 2021-09-13 01:17:17 +02:00
in0finite
c258cbe445 better distribution of weapons 2021-09-13 01:04:54 +02:00
in0finite
45c9ca085d ... 2021-09-13 00:59:28 +02:00
in0finite
adf3b7d31c add weapon to peds spawned with commands 2021-09-13 00:54:56 +02:00
in0finite
66d0f5aec4 call "enemy" command from UI 2021-09-13 00:24:26 +02:00
in0finite
71fc261100 change distance of enemy ped 2021-09-13 00:12:41 +02:00
in0finite
217bf12473 add command "enemy" 2021-09-13 00:08:06 +02:00
in0finite
ed023bdcf7 spawn AI peds, not "regular" peds, from UI 2021-09-12 23:28:35 +02:00
in0finite
ad527ccb3d now able to un-recruit all peds 2021-09-12 23:09:38 +02:00
in0finite
d2fe1b1cfb fix group logic 2021-09-12 23:03:53 +02:00
in0finite
e0f89e1e47 ... 2021-09-12 22:40:24 +02:00
in0finite
c788732a65 switch to chasing from walking, if there are enemies 2021-09-12 22:40:11 +02:00
in0finite
4d29d11084 subscribe event for every ped ; add follower group logic 2021-09-12 22:26:05 +02:00
in0finite
867ac634af add StartIdling() 2021-09-12 21:14:48 +02:00
in0finite
c88314e4d5 chase peds properly 2021-09-12 21:07:00 +02:00
in0finite
1ed58b7f09 when chasing is finished, start walking from closest node 2021-09-12 20:05:07 +02:00
in0finite
82363bff84 immediately switch to walking state from idle state 2021-09-12 20:01:39 +02:00
in0finite
2b58398dfb find closest node if we don't have any 2021-09-12 19:53:27 +02:00
in0finite
ca4447b37a don't move ped if path nodes are not assigned 2021-09-12 18:32:18 +02:00
in0finite
c40f19348a exit vehicle when walking around 2021-09-12 18:22:04 +02:00
in0finite
cf28bd5c63 make attacking work in vehicles 2021-09-12 18:17:50 +02:00
in0finite
fc50d7cf32 ... 2021-09-12 04:11:43 +02:00
in0finite
4167d76bfb ... 2021-09-12 04:11:07 +02:00
in0finite
c71b7f41bc when entering/exiting car, don't call API which moves ped in/out of vehicle, but instead send input to ped 2021-09-12 04:08:19 +02:00
in0finite
f7327d9409 calculate distance to target based on XZ axis 2021-09-12 03:13:52 +02:00
in0finite
47a6f02fe7 rename 2021-09-12 01:38:35 +02:00
in0finite
805af9028b adjust target node position offset based on path width 2021-09-12 01:37:39 +02:00
in0finite
d90dfcc363 revert 2021-09-12 00:37:52 +02:00
in0finite
4ea5cd04a1 attempt to draw path nodes, but failed 2021-09-12 00:26:58 +02:00
in0finite
2aec671a2a remove GetAreaNeighborhood() and add function which gets all areas in radius 2021-09-11 23:13:43 +02:00
in0finite
6db5f9a9a7 use deltaTime instead of fixedDeltaTime 2021-09-11 19:17:05 +02:00
in0finite
020be0dade fix spawning 2021-09-11 19:15:50 +02:00
in0finite
348c93ea5a normalize movement input 2021-09-11 19:14:31 +02:00
in0finite
d249412ab9 cleanup code 2021-09-11 18:35:59 +02:00
in0finite
7cdf2def5c remove PedStalker script 2021-09-11 18:04:50 +02:00
in0finite
8dedafd824 rename 2021-09-11 17:21:15 +02:00
in0finite
ec991ee991 rename 2021-09-11 17:19:01 +02:00
in0finite
83edcd6f5f add gizmos 2021-09-11 17:08:29 +02:00
in0finite
a070f94c21 add inspector for PedAI 2021-09-11 05:29:29 +02:00
in0finite
6b66065ba5 extract method 2021-09-11 04:09:19 +02:00
in0finite
167e313456 aim toward head 2021-09-11 02:48:11 +02:00
in0finite
fa825315d9 adjust heading of ped when shooting 2021-09-11 02:44:41 +02:00
in0finite
b2989f530a fix next node for escaping 2021-09-11 02:34:37 +02:00
in0finite
69cb205ade fix finding next node 2021-09-11 02:33:58 +02:00
in0finite
49397154ca split paths into ped and vehicle paths 2021-09-11 01:12:39 +02:00
in0finite
88580229d0 add error check 2021-09-11 01:03:40 +02:00
in0finite
1c389b2d91 some API changes 2021-09-11 00:51:23 +02:00
in0finite
b98da7fda5 add todos 2021-09-11 00:28:35 +02:00
in0finite
6836b6b49e add "maxSpawnDistanceFromFocusPoint" 2021-09-09 04:31:18 +02:00
in0finite
deede39fef reworked destroying - peds are not destroyed in front of player 2021-09-09 03:34:43 +02:00
in0finite
1fa51bcfe3 move AreaIndex out of WorldSystem class 2021-09-09 02:42:15 +02:00
in0finite
0aa4ce2efc extract non-generic IWorldSystem interface 2021-09-09 02:35:47 +02:00
in0finite
a5553137c1 remove commented code 2021-09-09 01:17:04 +02:00
in0finite
d85e47afbb add min spawn distance 2021-09-09 00:05:30 +02:00
in0finite
368346f54f fix NRE 2021-09-08 23:10:17 +02:00
in0finite
5754ea275b ... 2021-09-08 22:48:02 +02:00
in0finite
c97e7f4594 use world system for spawning NPC peds 2021-09-08 22:46:58 +02:00
in0finite
99ae43ed5e fix 2021-09-08 20:46:43 +02:00
in0finite
4704d750d1 extract IWorldSystem interface 2021-09-08 20:27:30 +02:00
in0finite
051d4505ba solve problem with static fields in generic types 2021-09-08 18:51:00 +02:00
in0finite
3ad3cde939 add method RemoveAllObjectsFromArea() 2021-09-08 18:21:08 +02:00
in0finite
3d4ea8c0f5 ... 2021-09-08 18:19:24 +02:00
in0finite
7d36bc4493 ... 2021-09-08 18:18:26 +02:00
in0finite
74865d9fc1 ... 2021-09-08 16:51:46 +02:00
in0finite
88042fbeec refactor: add FocusPointManager 2021-09-08 16:26:11 +02:00
in0finite
4d42edade6 move function to other class 2021-09-07 02:16:02 +02:00
in0finite
eb2fe7ef66 rename class 2021-09-07 02:13:54 +02:00
in0finite
d397ae1d2f rename file 2021-09-07 02:13:14 +02:00
in0finite
7ceb81166b better weapon api 2021-09-07 01:50:28 +02:00
in0finite
31489a6006 rename method 2021-09-07 01:39:39 +02:00
in0finite
cc9eb95cdc remove 'slot' argument from SetWeaponAtSlot() 2021-09-07 01:38:54 +02:00
in0finite
d7f0ec9d54 properly detect gang member 2021-09-07 01:33:19 +02:00
in0finite
3a40487a6d remove unused function 2021-09-07 01:04:23 +02:00
in0finite
b62e786dad ... 2021-09-07 00:47:54 +02:00
in0finite
6f866fa750 change namespace 2021-09-07 00:45:25 +02:00
in0finite
f3039575a2 ... 2021-09-07 00:28:37 +02:00
in0finite
a4ffe2e4fd fix memory leak with event 2021-09-07 00:27:22 +02:00
in0finite
1db899ebba rename class 2021-09-07 00:05:06 +02:00
in0finite
3081db59ad add StartupSingleton 2021-09-07 00:04:15 +02:00
in0finite
fdd15b81b5 rename file 2021-09-07 00:04:00 +02:00
in0finite
382df428c1 ... 2021-09-07 00:03:45 +02:00
in0finite
7540fe353c remove var 2021-09-06 23:47:59 +02:00
in0finite
22885b08a1 ... 2021-09-06 23:46:57 +02:00
in0finite
f4a2e25d21 cache list of ped AIs 2021-09-06 23:41:56 +02:00
in0finite
c48d59d7a1 some cleanup 2021-09-06 23:33:12 +02:00
Damien
5862efba4f
[#79] AI peds pathfinding (#111)
* Added Ped AI with debug info

* Improved ped AI + auto spawn for each players

* Disabling Ped Spawner script for clients

* Added flee script for peds and reworked peds AI

* Optimized Ped spawning script

* Removed unused ped command

* Convert class to struct in NodeFile.cs

* Revert style on Ped_Spawning

* Fixed respawning ped issue on multiplayer

* Improved ped's AI and spawns

* Added FindYCoordWithXZ method

* Fixed peds spawn point on bridges + added Ped tag

* Removed Ped tag to improve performances

* Fixed ped trying to spawn when player is in interior
2021-08-08 01:05:13 +02:00
in0finite
7b491d49ae fix indices - infinite water works 2021-08-01 17:15:29 +02:00
in0finite
04be0ad46c attempt to impl infinite water 2021-08-01 17:02:50 +02:00
in0finite
946690f154 ... 2021-07-24 00:29:36 +02:00
in0finite
f867f2aa2d display player name in stats 2021-07-24 00:28:39 +02:00
in0finite
12d13392c1 use player name when sending chat messages 2021-07-24 00:27:59 +02:00
in0finite
ae3ee460c8 ... 2021-07-24 00:27:26 +02:00
in0finite
3159d3ed97 add setting for player name 2021-07-24 00:27:02 +02:00
in0finite
a691232447 add player name 2021-07-23 22:59:44 +02:00
in0finite
27d2acb293 ... 2021-07-22 16:00:26 +02:00
in0finite
2991a3bbd6 don't load water in headless mode 2021-07-22 15:56:59 +02:00
in0finite
f9a6e11c53 ... 2021-07-22 15:56:12 +02:00
in0finite
41be5fff89 merge water meshes into one 2021-07-22 15:28:12 +02:00
in0finite
79d4901046 change light params only when hour changes 2021-07-20 02:24:24 +02:00
in0finite
566f1ab7f6 ... 2021-07-20 01:13:38 +02:00
in0finite
4d8181dfc8 ... 2021-07-20 00:18:33 +02:00
in0finite
26ee818101 change default camera distances, and change serialization names 2021-07-20 00:08:09 +02:00
in0finite
f6833c31bf if there is only 1 player, always spawn him on the same place - no randomization 2021-07-18 21:14:06 +02:00
in0finite
92508905a3 ... 2021-07-18 21:12:40 +02:00
in0finite
b687faac8d rename 2021-07-18 21:07:27 +02:00
in0finite
c30551d718 change angle of Sun around Y axis 2021-07-18 21:05:39 +02:00
in0finite
f47b2adaf0 change serialization name of "max draw distance" setting 2021-07-18 21:02:56 +02:00
in0finite
5cbdf1314b don't save setting if it's equal to default value and it's not saved already 2021-07-18 21:02:28 +02:00
in0finite
f3a7bcc72a add ability to specify serialization name for settings 2021-07-18 20:24:20 +02:00
in0finite
37e0c64453 fix bug on clients 2021-07-18 18:49:14 +02:00
in0finite
32c0be1af2
new world loading system (#110)
* wip

* much faster world creation

* add StaticGeometryInspector

* disable child/parent logic and fading

* rename

* (de)activate objects based on parent

* set draw distance based on layers

* ...

* wip

* wip

* wip

* remove unused param

* prevent concurrent modification

* ...

* catch exceptions when notifying

* ...

* notify about area, not objects

* limit public access to Area

* ...

* ...

* allow public access

* add public api

* adapt code

* pass callback to ctor

* adapt focus points

* fix

* fix intersection check

* support rectangles

* adjust parameters in prefab

* this should fix IsInsideOf()

* ...

* ...

* fix getting area by index

* create area if not exists

* ...

* ...

* ...

* wip for distance levels

* remove constraint on generic parameter

* add some validation

* fix

* fix draw distance per level

* change time of day in which lights are visible

* add todos

* don't use id for UnRegisterFocusPoint()

* use hash set for storing focus points

* add 1 more level

* mark area for update only if visibility changes

* profile WorldSystem calls

* add some profiling sections

* limit time per frame for LoadingThread

* switch custom concurrent queue

* copy jobs to buffer

* rename

* change max draw distance setting

* wait one more frame

* try to remove 801 distance level to remove holes

* attempt to hide interiors, but failed

* delete no longer needed script

* optimization

* some error checking

* add camera as focus point

* dont add camera as focus point in headless mode

* working on load priority

* fix bug - load priority finished

* ...

* small optimizations

* ...

* ...

* remove unneeded variable

* add fading

* dont do fading in headless mode

* fadeRate available in inspector

* change fade rate

* take into account if geometry is loaded when checking if object should be visible, and if fading should be done

* small optimization

* cache IsInHeadlessMode

* display Instance info in inspector

* move interiors up in the sky

* rename

* adapt code to different y pos of interiors

* refactor

* fix finding matched enex for enexes that lead to the same interior level

* display new world stats

* rename

* rename class

* ...

* ...

* extract function

* extract parameters into a struct

* add focus point to dead body

* add focus point to vehicle

* add focus point to vehicle detached parts

* remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map

* dont use focus points on vehicle and vehicle detached parts, when not on server

* add focus point for npc peds

* add possibility to set timeout during which focus point keeps revealing after it's destroyed

* adapt UnRegisterFocusPoint() to timeout

* rename

* adapt code

* cleanup MapObject class

* ...

* converting to `lock()`

* optimize method: use 1 lock instead of 3

* call OnObjectFinishedLoading() instead of AddToLoadedObjects()

* ...

* make sure it's main thread

* AsyncLoader is no longer thread safe

* convert static members to non-static in LoadingThread

* fix

* ...

* store indexes for each area

* impl GetAreaCenter()

* calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ;

* add support for changing draw distance at runtime

* delay setting the new value by 0.2 s

* have a separate default max draw distance for mobile platforms

* adjust y axis world params so that number of visible areas is reduced

* remove "camera far clip plane" setting

* rename

* document flags

* rename

* disable shadow casting and receiving for some objects

* allow casting shadows for LODs with large draw distance

* remove "WorldSystem" layer

* revert layer
2021-07-18 06:03:43 +02:00
in0finite
bac100ebcb display some stats 2021-06-26 01:58:05 +02:00
in0finite
c7a4fc9332 face lights toward camera every frame 2021-06-26 01:47:52 +02:00
in0finite
b3eb724469 fix 2021-06-26 00:58:43 +02:00
in0finite
28316f720a ... 2021-06-26 00:58:25 +02:00
in0finite
7378f61d9f enable/disable lights based on day time 2021-06-26 00:47:50 +02:00
in0finite
7f071364b3 dont do it in headless mode 2021-06-25 23:03:31 +02:00
in0finite
fda799b8a2 optimizations and refactoring 2021-06-25 23:00:33 +02:00
in0finite
4aa60fbae4 add param 'rotateLightsToFaceCamera' 2021-06-25 22:24:46 +02:00
in0finite
65eb14afad use arrays 2021-06-25 22:16:27 +02:00
in0finite
417272e027 ... 2021-06-25 22:12:46 +02:00
in0finite
877ad97e04 determine time offset based on rotation of object 2021-06-25 22:11:26 +02:00
in0finite
a214441b94 can now correctly detect red/yellow/green lights 2021-06-25 21:30:31 +02:00
in0finite
a7b7ac1e9b use InvokeRepeating() 2021-06-25 20:28:11 +02:00
in0finite
66391fcb58 fix infinite loop 2021-06-25 19:13:40 +02:00
in0finite
2193aeaea1 traffic lights should be working 2021-06-25 18:56:52 +02:00
in0finite
06a277acd2 update lights in StaticGeometry 2021-06-25 15:51:00 +02:00
in0finite
fc6af2392e implement world lights 2021-06-25 14:37:24 +02:00
in0finite
08ccd6f9ee ... 2021-05-04 21:28:47 +02:00
in0finite
d59c2c7ede remove light game objects 2021-05-04 21:24:13 +02:00
in0finite
d73fd9e163 display day time UI even when local ped is not alive 2021-05-04 21:21:13 +02:00
in0finite
f72cd743a3 display current time in UI 2021-05-04 20:55:01 +02:00
in0finite
197089aab3 (de)activate time objects based on current time 2021-05-04 19:54:47 +02:00
in0finite
49596eb613 load TOBJ objects 2021-05-03 21:24:48 +02:00
in0finite
71fb48f481 fix sync 2021-05-03 04:18:59 +02:00
in0finite
613767d6d7 attempt to sync 2021-05-03 03:00:22 +02:00
in0finite
d5f3657151 ... 2021-05-03 02:00:55 +02:00
in0finite
50e8cef69a rename class 2021-05-03 01:59:33 +02:00
in0finite
46e76e7895 rename file 2021-05-03 01:57:34 +02:00
in0finite
bcf74a342d update light angle every frame 2021-05-03 01:55:41 +02:00
in0finite
91f136b97c add time scale to day-time window 2021-05-03 01:54:26 +02:00
in0finite
6b807e2d98 ... 2021-05-03 00:17:08 +02:00
in0finite
0cde5b1025 some cleanup 2021-05-03 00:09:24 +02:00
in0finite
b0810e9bfa cache shader property id 2021-05-02 23:55:00 +02:00
in0finite
2da430251c remove unused code 2021-05-02 23:51:37 +02:00
in0finite
2fc4d58bb6 assign "_HasNightColors" to materials which have night colors 2021-05-02 23:45:02 +02:00
in0finite
378a92794d ... 2021-05-02 23:02:04 +02:00
in0finite
b459f62e73 implement daytime manager 2021-05-02 23:01:31 +02:00
in0finite
30cd22057c don't log error 2021-04-26 00:44:14 +02:00
in0finite
b963a95d85 wip 2021-04-26 00:43:30 +02:00
in0finite
38e1d4f0b2 set mesh vertex colors 2021-04-25 23:16:16 +02:00
in0finite
1a118064b5 remove unused method 2021-04-25 21:24:23 +02:00