Merge pull request #1279 from Allofich/position

Fix actors not returning to their wander locations
0.6.1
scrawl 8 years ago committed by GitHub
commit 62f0ba6045

@ -295,21 +295,6 @@ void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor)
if (actor == getPlayer())
throw std::runtime_error("Can't add AI packages to player");
if (package.getTypeId() == AiPackage::TypeIdCombat || package.getTypeId() == AiPackage::TypeIdPursue)
{
// Notify AiWander of our current position so we can return to it after combat finished
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
{
if((*iter)->getTypeId() == AiPackage::TypeIdCombat && package.getTypeId() == AiPackage::TypeIdCombat
&& (*iter)->getTarget() == (&package)->getTarget())
{
return; // already in combat with this actor
}
else if ((*iter)->getTypeId() == AiPackage::TypeIdWander)
static_cast<AiWander*>(*iter)->setReturnPosition(actor.getRefData().getPosition().asVec3());
}
}
// Stop combat when a non-combat AI package is added
if (isActualAiPackage(package.getTypeId()))
stopCombat();

@ -113,7 +113,7 @@ namespace MWMechanics
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
mDistance(distance), mDuration(duration), mRemainingDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle),
mRepeat(repeat), mStoredInitialActorPosition(false)
mRepeat(repeat), mStoredInitialActorPosition(false), mInitialActorPosition(osg::Vec3f(0, 0, 0)), mHasDestination(false), mDestination(osg::Vec3f(0, 0, 0))
{
mIdle.resize(8, 0);
init();
@ -123,9 +123,6 @@ namespace MWMechanics
{
// NOTE: mDistance and mDuration must be set already
mHasReturnPosition = false;
mReturnPosition = osg::Vec3f(0,0,0);
if(mDistance < 0)
mDistance = 0;
if(mDuration < 0)
@ -211,6 +208,19 @@ namespace MWMechanics
cStats.setMovementFlag(CreatureStats::Flag_Run, false);
ESM::Position pos = actor.getRefData().getPosition();
// If there is already a destination due to the package having been interrupted by a combat or pursue package,
// rebuild a path to it
if (!mPathFinder.isPathConstructed() && mHasDestination)
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mDestination));
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
mPathFinder.buildSyncedPath(start, dest, actor.getCell());
if (mPathFinder.isPathConstructed())
storage.setState(Wander_Walking);
}
doPerFrameActionsForState(actor, duration, storage, pos);
@ -253,9 +263,8 @@ namespace MWMechanics
getAllowedNodes(actor, currentCell->getCell(), storage);
}
// Actor becomes stationary - see above URL's for previous research
// If a creature or an NPC with a wander distance and no pathgrid is available,
// randomly idle or wander around near spawn point
// If the package has a wander distance but no pathgrid is available,
// randomly idle or wander near spawn point
if(storage.mAllowedNodes.empty() && mDistance > 0 && !storage.mIsWanderingManually) {
// Typically want to idle for a short time before the next wander
if (Misc::Rng::rollDice(100) >= 96) {
@ -277,10 +286,8 @@ namespace MWMechanics
mDistance = 0;
// For stationary NPCs, move back to the starting location if another AiPackage moved us elsewhere
if (cellChange)
mHasReturnPosition = false;
if (mDistance == 0 && mHasReturnPosition
&& (pos.asVec3() - mReturnPosition).length2() > (DESTINATION_TOLERANCE * DESTINATION_TOLERANCE))
if (mDistance == 0 && !cellChange
&& (pos.asVec3() - mInitialActorPosition).length2() > (DESTINATION_TOLERANCE * DESTINATION_TOLERANCE))
{
returnToStartLocation(actor, storage, pos);
}
@ -334,7 +341,8 @@ namespace MWMechanics
{
if (!mPathFinder.isPathConstructed())
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
mDestination = mInitialActorPosition;
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mDestination));
// actor position is already in world coordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
@ -345,6 +353,7 @@ namespace MWMechanics
if (mPathFinder.isPathConstructed())
{
storage.setState(Wander_Walking);
mHasDestination = true;
}
}
}
@ -357,7 +366,6 @@ namespace MWMechanics
const osg::Vec3f currentPositionVec3f = osg::Vec3f(currentPosition.mX, currentPosition.mY, currentPosition.mZ);
std::size_t attempts = 10; // If a unit can't wander out of water, don't want to hang here
osg::Vec3f destination;
ESM::Pathgrid::Point destinationPosition;
bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
do {
@ -369,17 +377,18 @@ namespace MWMechanics
const float destinationY = mInitialActorPosition.y() + wanderRadius * std::sin(randomDirection);
const float destinationZ = mInitialActorPosition.z();
destinationPosition = ESM::Pathgrid::Point(destinationX, destinationY, destinationZ);
destination = osg::Vec3f(destinationX, destinationY, destinationZ);
mDestination = osg::Vec3f(destinationX, destinationY, destinationZ);
// Check if land creature will walk onto water or if water creature will swim onto land
if ((!isWaterCreature && !destinationIsAtWater(actor, destination)) ||
(isWaterCreature && !destinationThroughGround(currentPositionVec3f, destination))) {
if ((!isWaterCreature && !destinationIsAtWater(actor, mDestination)) ||
(isWaterCreature && !destinationThroughGround(currentPositionVec3f, mDestination))) {
mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell());
mPathFinder.addPointToPath(destinationPosition);
if (mPathFinder.isPathConstructed())
{
storage.setState(Wander_Walking, true);
mHasDestination = true;
}
return;
}
@ -466,7 +475,10 @@ namespace MWMechanics
GreetingState& greetingState = storage.mSaidGreeting;
if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
{
storage.setState(Wander_ChooseAction);
if (mPathFinder.isPathConstructed())
storage.setState(Wander_Walking);
else
storage.setState(Wander_ChooseAction);
}
}
@ -478,7 +490,6 @@ namespace MWMechanics
{
stopWalking(actor, storage);
storage.setState(Wander_ChooseAction);
mHasReturnPosition = false;
}
else
{
@ -490,8 +501,8 @@ namespace MWMechanics
void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
short unsigned& idleAnimation = storage.mIdleAnimation;
idleAnimation = getRandomIdle();
unsigned short idleAnimation = getRandomIdle();
storage.mIdleAnimation = idleAnimation;
if (!idleAnimation && mDistance)
{
@ -525,7 +536,7 @@ namespace MWMechanics
storage.mTrimCurrentNode = true;
trimAllowedNodes(storage.mAllowedNodes, mPathFinder);
mObstacleCheck.clear();
mPathFinder.clearPath();
stopWalking(actor, storage);
storage.setState(Wander_MoveNow);
}
@ -535,9 +546,7 @@ namespace MWMechanics
// if stuck for sufficiently long, act like current location was the destination
if (storage.mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
{
//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
mObstacleCheck.clear();
stopWalking(actor, storage);
storage.setState(Wander_ChooseAction);
storage.mStuckCount = 0;
@ -612,7 +621,7 @@ namespace MWMechanics
if (storage.mState == Wander_Walking)
{
stopWalking(actor, storage);
stopWalking(actor, storage, false);
mObstacleCheck.clear();
storage.setState(Wander_IdleNow);
}
@ -657,6 +666,8 @@ namespace MWMechanics
if (mPathFinder.isPathConstructed())
{
mDestination = osg::Vec3f(dest.mX, dest.mY, dest.mZ);
mHasDestination = true;
// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
ESM::Pathgrid::Point temp = storage.mAllowedNodes[randNode];
storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode);
@ -710,9 +721,13 @@ namespace MWMechanics
return TypeIdWander;
}
void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage)
void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath)
{
mPathFinder.clearPath();
if (clearPath)
{
mPathFinder.clearPath();
mHasDestination = false;
}
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
}
@ -743,15 +758,6 @@ namespace MWMechanics
}
}
void AiWander::setReturnPosition(const osg::Vec3f& position)
{
if (!mHasReturnPosition)
{
mHasReturnPosition = true;
mReturnPosition = position;
}
}
short unsigned AiWander::getRandomIdle()
{
unsigned short idleRoll = 0;
@ -945,6 +951,8 @@ namespace MWMechanics
, mTimeOfDay(wander->mData.mTimeOfDay)
, mRepeat(wander->mData.mShouldRepeat != 0)
, mStoredInitialActorPosition(wander->mStoredInitialActorPosition)
, mHasDestination(false)
, mDestination(osg::Vec3f(0, 0, 0))
{
if (mStoredInitialActorPosition)
mInitialActorPosition = wander->mInitialActorPosition;
@ -953,7 +961,6 @@ namespace MWMechanics
if (mRemainingDuration <= 0 || mRemainingDuration >= 24)
mRemainingDuration = mDuration;
init();
}
}

@ -44,10 +44,6 @@ namespace MWMechanics
virtual int getTypeId() const;
/// Set the position to return to for a stationary (non-wandering) actor
/** In case another AI package moved the actor elsewhere **/
void setReturnPosition (const osg::Vec3f& position);
virtual void writeState(ESM::AiSequence::AiSequence &sequence) const;
virtual void fastForward(const MWWorld::Ptr& actor, AiState& state);
@ -70,7 +66,7 @@ namespace MWMechanics
private:
// NOTE: mDistance and mDuration must be set already
void init();
void stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage);
void stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath = true);
/// Have the given actor play an idle animation
/// @return Success or error
@ -87,7 +83,7 @@ namespace MWMechanics
void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos, float duration);
const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos, float duration);
bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage);
void returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos);
void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
@ -102,11 +98,11 @@ namespace MWMechanics
std::vector<unsigned char> mIdle;
bool mRepeat;
bool mHasReturnPosition; // NOTE: Could be removed if mReturnPosition was initialized to actor position,
// if we had the actor in the AiWander constructor...
osg::Vec3f mReturnPosition;
osg::Vec3f mInitialActorPosition;
bool mStoredInitialActorPosition;
osg::Vec3f mInitialActorPosition;
bool mHasDestination;
osg::Vec3f mDestination;
void getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage);

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