enable ai for low-lod entities
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@ -2087,6 +2087,7 @@ Standardize data sourcing in MacroTemporalData
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Macro pathfinding scaffolding
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Macro pathfinding scaffolding
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Macro pathfinding work
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Macro pathfinding work
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Actual macro pathfinding implementation
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Actual macro pathfinding implementation
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Enable AI for low-lod entities
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@ -8,7 +8,6 @@ import electrosphere.data.entity.creature.ai.BlockerTreeData;
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import electrosphere.data.entity.creature.ai.StandardCharacterTreeData;
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import electrosphere.data.entity.creature.ai.StandardCharacterTreeData;
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import electrosphere.entity.Entity;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.state.lod.ServerLODComponent;
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import electrosphere.entity.state.movement.groundmove.ServerGroundMovementTree;
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import electrosphere.entity.state.movement.groundmove.ServerGroundMovementTree;
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import electrosphere.entity.types.creature.CreatureUtils;
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import electrosphere.entity.types.creature.CreatureUtils;
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import electrosphere.logger.LoggerInterface;
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import electrosphere.logger.LoggerInterface;
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@ -141,11 +140,6 @@ public class AI {
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* @return true if should simulate, false otherwise
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* @return true if should simulate, false otherwise
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*/
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*/
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public boolean shouldExecute(){
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public boolean shouldExecute(){
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if(ServerLODComponent.hasServerLODComponent(this.parent)){
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if(ServerLODComponent.getServerLODComponent(this.parent).getLodLevel() == ServerLODComponent.LOW_RES){
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return false;
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}
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}
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return this.applyToPlayer || !CreatureUtils.hasControllerPlayerId(this.parent);
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return this.applyToPlayer || !CreatureUtils.hasControllerPlayerId(this.parent);
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}
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}
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@ -24,47 +24,47 @@ public class AIManager {
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/**
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/**
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* Lock for thread-safeing the manager
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* Lock for thread-safeing the manager
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*/
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*/
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ReentrantLock lock = new ReentrantLock();
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private ReentrantLock lock = new ReentrantLock();
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/**
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/**
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* The list of ais
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* The list of ais
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*/
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*/
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List<AI> aiList = new LinkedList<AI>();
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private List<AI> aiList = new LinkedList<AI>();
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/**
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/**
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* The map of ai to associated entity
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* The map of ai to associated entity
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*/
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*/
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Map<AI,Entity> aiEntityMap = new HashMap<AI,Entity>();
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private Map<AI,Entity> aiEntityMap = new HashMap<AI,Entity>();
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/**
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/**
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* The map of entity to associated ai
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* The map of entity to associated ai
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*/
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*/
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Map<Entity,AI> entityAIMap = new HashMap<Entity,AI>();
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private Map<Entity,AI> entityAIMap = new HashMap<Entity,AI>();
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/**
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/**
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* Controls whether the ai manager should simulate each frame or not
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* Controls whether the ai manager should simulate each frame or not
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*/
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*/
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boolean active = true;
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private boolean active = true;
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/**
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/**
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* The timer service
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* The timer service
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*/
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*/
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TimerService timerService = new TimerService();
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private TimerService timerService = new TimerService();
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/**
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/**
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* The nearby entity service
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* The nearby entity service
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*/
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*/
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NearbyEntityService nearbyEntityService = new NearbyEntityService();
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private NearbyEntityService nearbyEntityService = new NearbyEntityService();
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/**
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/**
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* Service for performing pathfinding
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* Service for performing pathfinding
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*/
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*/
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PathfindingService pathfindingService = new PathfindingService();
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private PathfindingService pathfindingService = new PathfindingService();
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/**
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/**
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* The random of the ai
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* The random of the ai
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*/
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*/
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Random random = null;
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private Random random = null;
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/**
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/**
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* Constructor
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* Constructor
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