forked from teamnwah/openmw-tes3coop
Merge remote-tracking branch 'dteviot/refactoringAiWander'
This commit is contained in:
commit
d22f8703e5
2 changed files with 193 additions and 178 deletions
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@ -117,7 +117,7 @@ namespace MWMechanics
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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mStoredAvailableNodes = false;
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mPopulateAvailableNodes = true;
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}
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@ -191,7 +191,7 @@ namespace MWMechanics
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if(!currentCell || cellChange)
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{
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currentCell = actor.getCell();
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mStoredAvailableNodes = false; // prob. not needed since mDistance = 0
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mPopulateAvailableNodes = true;
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}
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cStats.setDrawState(DrawState_Nothing);
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@ -225,8 +225,6 @@ namespace MWMechanics
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storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
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{
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stopWalking(actor, storage);
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moveNow = false;
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walking = false;
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chooseAction = true;
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mHasReturnPosition = false;
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}
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@ -239,45 +237,7 @@ namespace MWMechanics
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zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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// Returns true if evasive action needs to be taken
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if(mObstacleCheck.check(actor, duration))
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{
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// first check if we're walking into a door
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if(proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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// remove allowed points then select another random destination
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mTrimCurrentNode = true;
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trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
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mObstacleCheck.clear();
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storage.mPathFinder.clearPath();
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walking = false;
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moveNow = true;
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}
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else // probably walking into another NPC
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{
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
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// change the angle a bit, too
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zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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}
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mStuckCount++; // TODO: maybe no longer needed
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}
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//#if 0
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// TODO: maybe no longer needed
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if(mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
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{
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//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
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mObstacleCheck.clear();
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stopWalking(actor, storage);
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moveNow = false;
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walking = false;
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chooseAction = true;
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mStuckCount = 0;
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}
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//#endif
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evadeObstacles(actor, storage, duration);
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}
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@ -325,32 +285,7 @@ namespace MWMechanics
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}
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}
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// Play idle voiced dialogue entries randomly
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
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&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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float roll = Misc::Rng::rollProbability() * 10000.0f;
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// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
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// due to the roll being an integer.
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// Our implementation does not have these issues, so needs to be recalibrated. We chose to
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// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
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float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f);
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// Only say Idle voices when player is in LOS
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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// voices going through walls?
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if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2()
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< 3000*3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
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&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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playIdleDialogueRandomly(actor);
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float& lastReaction = storage.mReaction;
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lastReaction += duration;
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@ -367,17 +302,8 @@ namespace MWMechanics
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{
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// End package if duration is complete or mid-night hits:
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MWWorld::TimeStamp currentTime = world->getTimeStamp();
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if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
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{
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if(!mRepeat)
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{
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stopWalking(actor, storage);
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return true;
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}
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else
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mStartTime = currentTime;
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}
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else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())
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if((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
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(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
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{
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if(!mRepeat)
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{
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@ -390,7 +316,7 @@ namespace MWMechanics
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}
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// Initialization to discover & store allowed node points for this actor.
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if(!mStoredAvailableNodes)
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if (mPopulateAvailableNodes)
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{
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getAllowedNodes(actor, currentCell->getCell());
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}
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@ -431,9 +357,100 @@ namespace MWMechanics
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// Allow interrupting a walking actor to trigger a greeting
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if(idleNow || walking)
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{
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playGreetingIfPlayerGetsTooClose(actor, storage);
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}
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if(moveNow && mDistance)
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{
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// Construct a new path if there isn't one
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if(!storage.mPathFinder.isPathConstructed())
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{
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if (mAllowedNodes.size())
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{
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setPathToAnAllowedNode(actor, storage, pos);
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}
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}
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}
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return false; // AiWander package not yet completed
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}
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void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration)
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{
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if (mObstacleCheck.check(actor, duration))
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{
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// first check if we're walking into a door
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if (proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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// remove allowed points then select another random destination
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mTrimCurrentNode = true;
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trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
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mObstacleCheck.clear();
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storage.mPathFinder.clearPath();
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storage.mWalking = false;
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storage.mMoveNow = true;
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}
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else // probably walking into another NPC
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{
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
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// change the angle a bit, too
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const ESM::Position& pos = actor.getRefData().getPosition();
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zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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}
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mStuckCount++; // TODO: maybe no longer needed
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}
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//#if 0
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// TODO: maybe no longer needed
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if (mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
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{
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//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
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mObstacleCheck.clear();
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stopWalking(actor, storage);
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storage.mChooseAction = true;
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mStuckCount = 0;
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}
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//#endif
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}
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void AiWander::playIdleDialogueRandomly(const MWWorld::Ptr& actor)
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{
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int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
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if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
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&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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float roll = Misc::Rng::rollProbability() * 10000.0f;
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// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
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// due to the roll being an integer.
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// Our implementation does not have these issues, so needs to be recalibrated. We chose to
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// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
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float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f);
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// Only say Idle voices when player is in LOS
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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// voices going through walls?
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const ESM::Position& pos = actor.getRefData().getPosition();
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if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2()
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< 3000 * 3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
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&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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}
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void AiWander::playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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{
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// Play a random voice greeting if the player gets too close
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
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float helloDistance = static_cast<float>(hello);
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static int iGreetDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
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@ -446,6 +463,7 @@ namespace MWMechanics
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float playerDistSqr = (playerPos - actorPos).length2();
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int& greetingTimer = storage.mGreetingTimer;
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GreetingState& greetingState = storage.mSaidGreeting;
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if (greetingState == Greet_None)
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{
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if ((playerDistSqr <= helloDistance*helloDistance) &&
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@ -465,23 +483,21 @@ namespace MWMechanics
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{
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greetingTimer++;
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if(walking)
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if (storage.mWalking)
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{
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stopWalking(actor, storage);
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moveNow = false;
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walking = false;
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mObstacleCheck.clear();
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idleNow = true;
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getRandomIdle(playedIdle);
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storage.mIdleNow = true;
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getRandomIdle(storage.mPlayedIdle);
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}
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if(!rotate)
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if (!storage.mRotate)
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{
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osg::Vec3f dir = playerPos - actorPos;
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float faceAngleRadians = std::atan2(dir.x(), dir.y());
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targetAngleRadians = faceAngleRadians;
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rotate = true;
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storage.mTargetAngleRadians = faceAngleRadians;
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storage.mRotate = true;
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}
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if (greetingTimer >= GREETING_SHOULD_END)
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@ -499,18 +515,14 @@ namespace MWMechanics
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}
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}
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if(moveNow && mDistance)
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void AiWander::setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos)
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{
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// Construct a new path if there isn't one
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if(!storage.mPathFinder.isPathConstructed())
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{
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assert(mAllowedNodes.size());
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unsigned int randNode = Misc::Rng::rollDice(mAllowedNodes.size());
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ESM::Pathgrid::Point dest(mAllowedNodes[randNode]);
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ToWorldCoordinates(dest, currentCell->getCell());
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ToWorldCoordinates(dest, storage.mCell->getCell());
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// actor position is already in world co-ordinates
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actorPos));
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// don't take shortcuts for wandering
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storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
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@ -527,17 +539,13 @@ namespace MWMechanics
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mAllowedNodes.push_back(mCurrentNode);
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mCurrentNode = temp;
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moveNow = false;
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walking = true;
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storage.mMoveNow = false;
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storage.mWalking = true;
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}
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// Choose a different node and delete this one from possible nodes because it is uncreachable:
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else
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mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
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}
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}
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return false; // AiWander package not yet completed
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}
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void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
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{
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@ -583,6 +591,8 @@ namespace MWMechanics
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{
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storage.mPathFinder.clearPath();
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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storage.mMoveNow = false;
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storage.mWalking = false;
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}
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void AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
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@ -640,7 +650,7 @@ namespace MWMechanics
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if (mDistance == 0)
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return;
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if (!mStoredAvailableNodes)
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if (mPopulateAvailableNodes)
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getAllowedNodes(actor, actor.getCell()->getCell());
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if (mAllowedNodes.empty())
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@ -660,7 +670,7 @@ namespace MWMechanics
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actor.getClass().adjustPosition(actor, false);
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// may have changed cell
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mStoredAvailableNodes = false;
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mPopulateAvailableNodes = true;
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}
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int AiWander::OffsetToPreventOvercrowding()
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@ -722,8 +732,9 @@ namespace MWMechanics
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{
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SetCurrentNodeToClosestAllowedNode(npcPos);
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}
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mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
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}
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mPopulateAvailableNodes = false;
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}
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// When only one path grid point in wander distance,
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@ -71,6 +71,10 @@ namespace MWMechanics
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void playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
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bool checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
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void getRandomIdle(unsigned short& playedIdle);
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void setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos);
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void playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration);
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void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
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int mDistance; // how far the actor can wander from the spawn point
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int mDuration;
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@ -88,8 +92,8 @@ namespace MWMechanics
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// if false triggers calculating allowed nodes based on mDistance
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bool mStoredAvailableNodes;
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// do we need to calculate allowed nodes based on mDistance
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bool mPopulateAvailableNodes;
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