#include "aipackage.hpp" #include #include #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "../mwworld/action.hpp" #include "steering.hpp" #include "actorutil.hpp" #include "coordinateconverter.hpp" MWMechanics::AiPackage::~AiPackage() {} MWMechanics::AiPackage::AiPackage() : mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild mShortcutProhibited(false), mShortcutFailPos() { } MWWorld::Ptr MWMechanics::AiPackage::getTarget() { return MWWorld::Ptr(); } bool MWMechanics::AiPackage::sideWithTarget() const { return false; } bool MWMechanics::AiPackage::followTargetThroughDoors() const { return false; } bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance) { //Update various Timers mTimer += duration; //Update timer ESM::Position pos = actor.getRefData().getPosition(); //position of the actor /// Stops the actor when it gets too close to a unloaded cell //... At current time, this test is unnecessary. AI shuts down when actor is more than 7168 //... units from player, and exterior cells are 8192 units long and wide. //... But AI processing distance may increase in the future. if (isNearInactiveCell(pos)) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return false; } //*********************** /// Checks if you can't get to the end position at all, adds end position to end of path /// Rebuilds path every [AI_REACTION_TIME] seconds, in case the target has moved //*********************** ESM::Pathgrid::Point start = pos.pos; float distToNextWaypoint = distance(start, dest); bool isDestReached = (distToNextWaypoint <= destTolerance); if (!isDestReached && mTimer > AI_REACTION_TIME) { osg::Vec3f& lastActorPos = mLastActorPos; bool isStuck = distance(start, lastActorPos.x(), lastActorPos.y(), lastActorPos.z()) < actor.getClass().getSpeed(actor)*mTimer && distance(dest, start) > 20; lastActorPos = pos.asVec3(); const ESM::Cell *cell = actor.getCell()->getCell(); bool needPathRecalc = doesPathNeedRecalc(dest, cell); //Only rebuild path if dest point has changed bool isWayClear = true; if (!needPathRecalc) // TODO: add check if actor is actually shortcutting { isWayClear = checkWayIsClearForActor(start, dest, actor); // check if current shortcut is safe to follow } if (!isWayClear || needPathRecalc) // Only rebuild path if the target has moved or can't follow current shortcut { bool destInLOS = false; if (isStuck || !isWayClear || !shortcutPath(start, dest, actor, &destInLOS)) { mPathFinder.buildSyncedPath(start, dest, actor.getCell()); // give priority to go directly on target if there is minimal opportunity if (destInLOS && mPathFinder.getPath().size() > 1) { // get point just before dest std::list::const_iterator pPointBeforeDest = mPathFinder.getPath().end(); --pPointBeforeDest; --pPointBeforeDest; // if start point is closer to the target then last point of path (excluding target itself) then go straight on the target if (distance(start, dest) <= distance(dest, *pPointBeforeDest)) { mPathFinder.clearPath(); mPathFinder.addPointToPath(dest); } } } } if(!mPathFinder.getPath().empty()) //Path has points in it { ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path if(distance(dest, lastPos) > 100) //End of the path is far from the destination mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go } mTimer = 0; } //************************ /// Checks if you aren't moving; attempts to unstick you //************************ if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished? { actor.getClass().getMovementSettings(actor).mPosition[0] = 0; // stop moving actor.getClass().getMovementSettings(actor).mPosition[1] = 0; actor.getClass().getMovementSettings(actor).mPosition[2] = 0; // turn to destination point zTurn(actor, getZAngleToPoint(start, dest)); smoothTurn(actor, getXAngleToPoint(start, dest), 0); return true; } else { evadeObstacles(actor, duration, pos); } // turn to next path point by X,Z axes zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); smoothTurn(actor, mPathFinder.getXAngleToNext(pos.pos[0], pos.pos[1], pos.pos[2]), 0); return false; } void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos) { zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor); if (mObstacleCheck.check(actor, duration)) { // first check if we're walking into a door MWWorld::Ptr door = getNearbyDoor(actor); if (door != MWWorld::Ptr()) // NOTE: checks interior cells only { if (!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) { MWBase::Environment::get().getWorld()->activateDoor(door, 1); } } else // probably walking into another NPC { mObstacleCheck.takeEvasiveAction(movement); } } else { //Not stuck, so reset things movement.mPosition[1] = 1; //Just run forward } } bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS) { 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)) { // take the direct path only if there aren't any obstacles isPathClear = !MWBase::Environment::get().getWorld()->castRay( static_cast(startPoint.mX), static_cast(startPoint.mY), static_cast(startPoint.mZ), static_cast(endPoint.mX), static_cast(endPoint.mY), static_cast(endPoint.mZ)); if (destInLOS != NULL) *destInLOS = isPathClear; if (!isPathClear) return false; // check if an actor can move along the shortcut path isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor); } if (isPathClear) // can shortcut the path { mPathFinder.clearPath(); mPathFinder.addPointToPath(endPoint); return true; } return false; } bool MWMechanics::AiPackage::checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor) { bool actorCanMoveByZ = (actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor)) || MWBase::Environment::get().getWorld()->isFlying(actor); if (actorCanMoveByZ) return true; float actorSpeed = actor.getClass().getSpeed(actor); float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability osg::Vec3f::value_type distToTarget = osg::Vec3f(static_cast(endPoint.mX), static_cast(endPoint.mY), 0).length(); float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2; bool isClear = checkWayIsClear(PathFinder::MakeOsgVec3(startPoint), PathFinder::MakeOsgVec3(endPoint), offsetXY); // update shortcut prohibit state if (isClear) { if (mShortcutProhibited) { mShortcutProhibited = false; mShortcutFailPos = ESM::Pathgrid::Point(); } } if (!isClear) { if (mShortcutFailPos.mX == 0 && mShortcutFailPos.mY == 0 && mShortcutFailPos.mZ == 0) { mShortcutProhibited = true; mShortcutFailPos = startPoint; } } return isClear; } bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) { bool needRecalc = distance(mPrevDest, dest) > 10; if (needRecalc) mPrevDest = dest; return needRecalc; } bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target) { const MagicEffects& magicEffects(target.getClass().getCreatureStats(target).getMagicEffects()); return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0) || (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75); } bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos) { const ESM::Cell* playerCell(getPlayer().getCell()->getCell()); if (playerCell->isExterior()) { // get actor's distance from origin of center cell osg::Vec3f actorOffset(actorPos.asVec3()); CoordinateConverter(playerCell).toLocal(actorOffset); // currently assumes 3 x 3 grid for exterior cells, with player at center cell. // ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells // While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid. const float distanceFromEdge = 200.0; float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge; float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge; return (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0]) || (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]); } else { return false; } }