forked from teamnwah/openmw-tes3coop
Made aifollowers run when long distances (800 or 10000, depending) from what they're following.
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6ecee55209
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e71a119c23
1 changed files with 40 additions and 20 deletions
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@ -4,6 +4,7 @@
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include <OgreMath.h>
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@ -26,69 +27,77 @@ MWMechanics::AiFollow::AiFollow(const std::string &actorId)
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bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false);
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow
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if(target == MWWorld::Ptr()) return true;
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if(target == MWWorld::Ptr()) return true; //Target doesn't exist
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mTimer = mTimer + duration;
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mStuckTimer = mStuckTimer + duration;
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mTotalTime = mTotalTime + duration;
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mTimer = mTimer + duration; //Update timer
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mStuckTimer = mStuckTimer + duration; //Update stuck timer
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mTotalTime = mTotalTime + duration; //Update total time following
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ESM::Position pos = actor.getRefData().getPosition();
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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if(!mAlwaysFollow)
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if(!mAlwaysFollow) //Update if you only follow for a bit
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{
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if(mTotalTime > mDuration && mDuration != 0)
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if(mTotalTime > mDuration && mDuration != 0) //Check if we've run out of time
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return true;
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if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
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(pos.pos[1]-mY)*(pos.pos[1]-mY) +
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(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100)
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(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) //Close-ish to final position
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{
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if(actor.getCell()->isExterior())
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if(actor.getCell()->isExterior()) //Outside?
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{
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if(mCellId == "")
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if(mCellId == "") //No cell to travel to
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return true;
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}
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else
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{
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if(mCellId == actor.getCell()->getCell()->mName)
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if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to
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return true;
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}
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}
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}
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//Set the target desition from the actor
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ESM::Pathgrid::Point dest;
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dest.mX = target.getRefData().getPosition().pos[0];
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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//Current position, for pathfilding stuff
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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//Build the path to get to the destination
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if(mPathFinder.getPath().empty())
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mPathFinder.buildPath(start, dest, actor.getCell(), true);
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//***********************
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// Checks if you can't get to the end position at all
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//***********************
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if(mTimer > 0.25)
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{
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if(!mPathFinder.getPath().empty())
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if(!mPathFinder.getPath().empty()) //Path has points in it
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{
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ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back();
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ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path
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if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX)
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+(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY)
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+(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ)
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> 100*100)
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mPathFinder.addPointToPath(dest);
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> 100*100) //End of the path is far from the destination
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mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
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}
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mTimer = 0;
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}
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if(mStuckTimer>0.5)
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//************************
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// Checks if you aren't moving; you're stuck
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//************************
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if(mStuckTimer>0.5) //Checks every half of a second
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{
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if((mStuckPos.pos[0] - pos.pos[0])*(mStuckPos.pos[0] - pos.pos[0])
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+(mStuckPos.pos[1] - pos.pos[1])*(mStuckPos.pos[1] - pos.pos[1])
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@ -99,6 +108,7 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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mStuckPos = pos;
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}
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//Checks if the path isn't over, turn tomards the direction that you're going
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if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
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{
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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@ -110,6 +120,16 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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else
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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//Check if you're far away
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if((dest.mX - start.mX)*(dest.mX - start.mX)
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+(dest.mY - start.mY)*(dest.mY - start.mY)
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+(dest.mZ - start.mZ)*(dest.mZ - start.mZ) > 1000*1000)
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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else if((dest.mX - start.mX)*(dest.mX - start.mX) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
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+(dest.mY - start.mY)*(dest.mY - start.mY)
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+(dest.mZ - start.mZ)*(dest.mZ - start.mZ) < 800*800)
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
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return false;
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}
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