Feature #1289: NPCs return to default position

Make stationary NPCs return to their previous position once combat/crime AI finishes.
actorid
scrawl 11 years ago
parent 3780503275
commit 9b36a13821

@ -206,7 +206,7 @@ namespace MWMechanics
if (LOS)
{
creatureStats.getAiSequence().stack(AiCombat(MWBase::Environment::get().getWorld()->getPlayerPtr()));
creatureStats.getAiSequence().stack(AiCombat(MWBase::Environment::get().getWorld()->getPlayerPtr()), ptr);
creatureStats.setHostile(true);
}
}
@ -537,7 +537,7 @@ namespace MWMechanics
// TODO: Add AI to follow player and fight for him
AiFollow package(ptr.getRefData().getHandle());
MWWorld::Class::get (ref.getPtr()).getCreatureStats (ref.getPtr()).getAiSequence().stack(package);
MWWorld::Class::get (ref.getPtr()).getCreatureStats (ref.getPtr()).getAiSequence().stack(package, ptr);
// TODO: VFX_SummonStart, VFX_SummonEnd
creatureStats.mSummonedCreatures.insert(std::make_pair(it->first,
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,ipos).getRefData().getHandle()));
@ -732,7 +732,7 @@ namespace MWMechanics
&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
{
creatureStats.getAiSequence().stack(AiCombat(player));
creatureStats.getAiSequence().stack(AiCombat(player), ptr);
creatureStats.setHostile(true);
npcStats.setCrimeId( MWBase::Environment::get().getWorld()->getPlayer().getCrimeId() );
}
@ -761,9 +761,9 @@ namespace MWMechanics
else if (!creatureStats.isHostile())
{
if (ptr.getClass().isClass(ptr, "Guard"))
creatureStats.getAiSequence().stack(AiPersue(player.getClass().getId(player)));
creatureStats.getAiSequence().stack(AiPersue(player.getClass().getId(player)), ptr);
else
creatureStats.getAiSequence().stack(AiCombat(player));
creatureStats.getAiSequence().stack(AiCombat(player), ptr);
creatureStats.setHostile(true);
}
}
@ -771,7 +771,7 @@ namespace MWMechanics
// if I didn't report a crime was I attacked?
else if (creatureStats.getAttacked() && !creatureStats.isHostile())
{
creatureStats.getAiSequence().stack(AiCombat(player));
creatureStats.getAiSequence().stack(AiCombat(player), ptr);
creatureStats.setHostile(true);
}
}

@ -116,8 +116,18 @@ void MWMechanics::AiSequence::clear()
mPackages.clear();
}
void MWMechanics::AiSequence::stack (const AiPackage& package)
void MWMechanics::AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor)
{
if (package.getTypeId() == AiPackage::TypeIdCombat || package.getTypeId() == AiPackage::TypeIdPersue)
{
// 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::TypeIdWander)
static_cast<AiWander*>(*iter)->setReturnPosition(Ogre::Vector3(actor.getRefData().getPosition().pos));
}
}
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); it++)
{
if(mPackages.front()->getPriority() <= package.getPriority())

@ -62,7 +62,7 @@ namespace MWMechanics
void clear();
///< Remove all packages.
void stack (const AiPackage& package);
void stack (const AiPackage& package, const MWWorld::Ptr& actor);
///< Add \a package to the front of the sequence (suspends current package)
void queue (const AiPackage& package);

@ -37,6 +37,8 @@ namespace MWMechanics
, mRotate(false)
, mTargetAngle(0)
, mSaidGreeting(false)
, mHasReturnPosition(false)
, mReturnPosition(0,0,0)
{
for(unsigned short counter = 0; counter < mIdle.size(); counter++)
{
@ -330,6 +332,37 @@ namespace MWMechanics
if(mDistance && cellChange)
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 && Ogre::Vector3(pos.pos).squaredDistance(mReturnPosition) > 20*20)
{
mChooseAction = false;
mIdleNow = false;
Ogre::Vector3 destNodePos = mReturnPosition;
ESM::Pathgrid::Point dest;
dest.mX = destNodePos[0];
dest.mY = destNodePos[1];
dest.mZ = destNodePos[2];
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
// don't take shortcuts for wandering
mPathFinder.buildPath(start, dest, actor.getCell(), false);
if(mPathFinder.isPathConstructed())
{
mMoveNow = false;
mWalking = true;
}
}
if(mChooseAction)
{
mPlayedIdle = 0;
@ -375,7 +408,7 @@ namespace MWMechanics
}
// Allow interrupting a walking actor to trigger a greeting
if(mIdleNow || (mWalking && !mObstacleCheck.isNormalState()))
if(mIdleNow || (mWalking && !mObstacleCheck.isNormalState() && mDistance))
{
// Play a random voice greeting if the player gets too close
int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
@ -586,5 +619,10 @@ namespace MWMechanics
else
return false;
}
void AiWander::setReturnPosition(const Ogre::Vector3& position)
{
mHasReturnPosition = true; mReturnPosition = position;
}
}

@ -2,8 +2,11 @@
#define GAME_MWMECHANICS_AIWANDER_H
#include "aipackage.hpp"
#include <vector>
#include <OgreVector3.h>
#include "pathfinding.hpp"
#include "obstacle.hpp"
@ -22,6 +25,10 @@ namespace MWMechanics
virtual int getTypeId() const;
///< 0: Wander
void setReturnPosition (const Ogre::Vector3& position);
///< Set the position to return to for a stationary (non-wandering) actor, in case
/// another AI package moved the actor elsewhere
private:
void stopWalking(const MWWorld::Ptr& actor);
void playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
@ -38,6 +45,10 @@ namespace MWMechanics
float mGreetDistanceReset;
float mChance;
bool mHasReturnPosition; // NOTE: Could be removed if mReturnPosition was initialized to actor position,
// if we had the actor in the AiWander constructor...
Ogre::Vector3 mReturnPosition;
// Cached current cell location
int mCellX;
int mCellY;

@ -48,7 +48,7 @@ namespace MWScript
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiActivate activatePackage(objectID);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(activatePackage);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(activatePackage, ptr);
std::cout << "AiActivate" << std::endl;
}
};
@ -75,7 +75,7 @@ namespace MWScript
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiTravel travelPackage(x, y, z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(travelPackage);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(travelPackage, ptr);
std::cout << "AiTravel: " << x << ", " << y << ", " << z << std::endl;
}
@ -109,7 +109,7 @@ namespace MWScript
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiEscort escortPackage(actorID, duration, x, y, z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
<< std::endl;
@ -147,7 +147,7 @@ namespace MWScript
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiEscort escortPackage(actorID, cellID, duration, x, y, z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
<< std::endl;
@ -211,7 +211,7 @@ namespace MWScript
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiWander wanderPackage(range, duration, time, idleList, repeat);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(wanderPackage);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(wanderPackage, ptr);
}
};
@ -299,7 +299,7 @@ namespace MWScript
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiFollow followPackage(actorID, duration, x, y ,z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
<< std::endl;
@ -337,7 +337,7 @@ namespace MWScript
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiFollow followPackage(actorID, cellID, duration, x, y ,z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
<< std::endl;
}
@ -440,7 +440,7 @@ namespace MWScript
creatureStats.setHostile(true);
creatureStats.getAiSequence().stack(
MWMechanics::AiCombat(MWBase::Environment::get().getWorld()->getPtr(targetID, true) ));
MWMechanics::AiCombat(MWBase::Environment::get().getWorld()->getPtr(targetID, true) ), actor);
}
};

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