AiWander: do not allow flying/swimming creatures to use pathgrid

new-script-api
Andrei Kortunov 7 years ago
parent 9920779a7b
commit f7f8dfaf2a

@ -101,8 +101,17 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
{
bool wasShortcutting = mIsShortcutting;
bool destInLOS = false;
if (getTypeId() != TypeIdWander) // prohibit shortcuts for AiWander
mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS); // try to shortcut first
const MWWorld::Class& actorClass = actor.getClass();
MWBase::World* world = MWBase::Environment::get().getWorld();
// check if actor can move along z-axis
bool actorCanMoveByZ = (actorClass.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
|| world->isFlying(actor);
// Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions.
if (actorCanMoveByZ || getTypeId() != TypeIdWander)
mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first
if (!mIsShortcutting)
{
@ -235,20 +244,9 @@ const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const
return *cache[id].get();
}
bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS)
bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear)
{
const MWWorld::Class& actorClass = actor.getClass();
MWBase::World* world = MWBase::Environment::get().getWorld();
// check if actor can move along z-axis
bool actorCanMoveByZ = (actorClass.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
|| world->isFlying(actor);
// don't use pathgrid when actor can move in 3 dimensions
bool isPathClear = actorCanMoveByZ;
if (!isPathClear
&& (!mShortcutProhibited || (PathFinder::MakeOsgVec3(mShortcutFailPos) - PathFinder::MakeOsgVec3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
if (!mShortcutProhibited || (PathFinder::MakeOsgVec3(mShortcutFailPos) - PathFinder::MakeOsgVec3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
{
// check if target is clearly visible
isPathClear = !MWBase::Environment::get().getWorld()->castRay(

@ -111,7 +111,7 @@ namespace MWMechanics
/// If a shortcut is possible then path will be cleared and filled with the destination point.
/// \param destInLOS If not NULL function will return ray cast check result
/// \return If can shortcut the path
bool shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS);
bool shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear);
/// Check if the way to the destination is clear, taking into account actor speed
bool checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor);

@ -265,9 +265,20 @@ namespace MWMechanics
getAllowedNodes(actor, currentCell->getCell(), storage);
}
bool actorCanMoveByZ = (actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
|| MWBase::Environment::get().getWorld()->isFlying(actor);
if(actorCanMoveByZ && mDistance > 0) {
// Typically want to idle for a short time before the next wander
if (Misc::Rng::rollDice(100) >= 92 && storage.mState != Wander_Walking) {
wanderNearStart(actor, storage, mDistance);
}
storage.mCanWanderAlongPathGrid = false;
}
// 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) {
else 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) {
wanderNearStart(actor, storage, mDistance);
@ -373,7 +384,7 @@ namespace MWMechanics
do {
// Determine a random location within radius of original position
const float pi = 3.14159265359f;
const float wanderRadius = Misc::Rng::rollClosedProbability() * wanderDistance;
const float wanderRadius = (0.2f + Misc::Rng::rollClosedProbability() * 0.8f) * wanderDistance;
const float randomDirection = Misc::Rng::rollClosedProbability() * 2.0f * pi;
const float destinationX = mInitialActorPosition.x() + wanderRadius * std::cos(randomDirection);
const float destinationY = mInitialActorPosition.y() + wanderRadius * std::sin(randomDirection);
@ -661,6 +672,7 @@ namespace MWMechanics
{
unsigned int randNode = Misc::Rng::rollDice(storage.mAllowedNodes.size());
ESM::Pathgrid::Point dest(storage.mAllowedNodes[randNode]);
ToWorldCoordinates(dest, storage.mCell->getCell());
// actor position is already in world coordinates

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