openmw-tes3coop/apps/openmw/mwmechanics/aiwander.cpp
Austin Salgat 34726c24d9 Fix mDistance being reset prematurely
This was causing wandering without pathgrids to become disabled for most wandering units. Additionally, wandering now behaves the same for both NPCs and creatures.
2016-04-15 21:56:41 -05:00

948 lines
37 KiB
C++

#include "aiwander.hpp"
#include <cfloat>
#include <iostream>
#include <components/misc/rng.hpp>
#include <components/esm/aisequence.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/customdata.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "coordinateconverter.hpp"
#include "actorutil.hpp"
namespace MWMechanics
{
static const int COUNT_BEFORE_RESET = 10;
static const float DOOR_CHECK_INTERVAL = 1.5f;
static const float REACTION_INTERVAL = 0.25f;
static const int GREETING_SHOULD_START = 4; //how many reaction intervals should pass before NPC can greet player
static const int GREETING_SHOULD_END = 10;
// to prevent overcrowding
static const int DESTINATION_TOLERANCE = 64;
// distance must be long enough that NPC will need to move to get there.
static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2;
const std::string AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] =
{
std::string("idle2"),
std::string("idle3"),
std::string("idle4"),
std::string("idle5"),
std::string("idle6"),
std::string("idle7"),
std::string("idle8"),
std::string("idle9"),
};
/// \brief This class holds the variables AiWander needs which are deleted if the package becomes inactive.
struct AiWanderStorage : AiTemporaryBase
{
// the z rotation angle to reach
// when mTurnActorGivingGreetingToFacePlayer is true
float mTargetAngleRadians;
bool mTurnActorGivingGreetingToFacePlayer;
float mReaction; // update some actions infrequently
AiWander::GreetingState mSaidGreeting;
int mGreetingTimer;
const MWWorld::CellStore* mCell; // for detecting cell change
// AiWander states
AiWander::WanderState mState;
// Wandering near spawn logic
bool mIsWanderingManually;
ESM::Pathgrid::Point mPreviousWanderingNearSpawnLocation;
int mStuckTimer;
bool mCanWanderAlongPathGrid;
unsigned short mIdleAnimation;
std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
PathFinder mPathFinder;
AiWanderStorage():
mTargetAngleRadians(0),
mTurnActorGivingGreetingToFacePlayer(false),
mReaction(0),
mSaidGreeting(AiWander::Greet_None),
mGreetingTimer(0),
mCell(NULL),
mState(AiWander::Wander_ChooseAction),
mIsWanderingManually(false),
mStuckTimer(0),
mCanWanderAlongPathGrid(true),
mIdleAnimation(0),
mBadIdles()
{};
void setState(const AiWander::WanderState wanderState, const bool isManualWander = false) {
mState = wanderState;
mIsWanderingManually = isManualWander;
}
};
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat)
, mStoredInitialActorPosition(false)
{
mIdle.resize(8, 0);
init();
}
void AiWander::init()
{
// NOTE: mDistance and mDuration must be set already
mStuckCount = 0;// TODO: maybe no longer needed
mDoorCheckDuration = 0;
mTrimCurrentNode = false;
mHasReturnPosition = false;
mReturnPosition = osg::Vec3f(0,0,0);
if(mDistance < 0)
mDistance = 0;
if(mDuration < 0)
mDuration = 0;
if(mDuration == 0)
mTimeOfDay = 0;
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mPopulateAvailableNodes = true;
}
AiPackage * MWMechanics::AiWander::clone() const
{
return new AiWander(*this);
}
/*
* AiWander high level states (0.29.0). Not entirely accurate in some cases
* e.g. non-NPC actors do not greet and some creatures may be moving even in
* the IdleNow state.
*
* [select node,
* build path]
* +---------->MoveNow----------->Walking
* | |
* [allowed | |
* nodes] | [hello if near] |
* start--->ChooseAction----->IdleNow |
* ^ ^ | |
* | | | |
* | +-----------+ |
* | |
* +----------------------------------+
*
*
* New high level states. Not exactly as per vanilla (e.g. door stuff)
* but the differences are required because our physics does not work like
* vanilla and therefore have to compensate/work around.
*
* [select node, [if stuck evade
* build path] or remove nodes if near door]
* +---------->MoveNow<---------->Walking
* | ^ | |
* | |(near door) | |
* [allowed | | | |
* nodes] | [hello if near] | |
* start--->ChooseAction----->IdleNow | |
* ^ ^ | ^ | |
* | | | | (stuck near | |
* | +-----------+ +---------------+ |
* | player) |
* +----------------------------------+
*
* NOTE: non-time critical operations are run once every 250ms or so.
*
* TODO: It would be great if door opening/closing can be detected and pathgrid
* links dynamically updated. Currently (0.29.0) AiWander allows choosing a
* destination beyond closed doors which sometimes makes the actors stuck at the
* door and impossible for the player to open the door.
*
* For now detect being stuck at the door and simply delete the nodes from the
* allowed set. The issue is when the door opens the allowed set is not
* re-calculated. However this would not be an issue in most cases since hostile
* actors will enter combat (i.e. no longer wandering) and different pathfinding
* will kick in.
*/
bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
// get or create temporary storage
AiWanderStorage& storage = state.get<AiWanderStorage>();
const MWWorld::CellStore*& currentCell = storage.mCell;
MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
if(cStats.isDead() || cStats.getHealth().getCurrent() <= 0)
return true; // Don't bother with dead actors
bool cellChange = currentCell && (actor.getCell() != currentCell);
if(!currentCell || cellChange)
{
currentCell = actor.getCell();
mPopulateAvailableNodes = true;
}
cStats.setDrawState(DrawState_Nothing);
cStats.setMovementFlag(CreatureStats::Flag_Run, false);
ESM::Position pos = actor.getRefData().getPosition();
doPerFrameActionsForState(actor, duration, storage, pos);
playIdleDialogueRandomly(actor);
float& lastReaction = storage.mReaction;
lastReaction += duration;
if (REACTION_INTERVAL <= lastReaction)
{
lastReaction = 0;
return reactionTimeActions(actor, storage, currentCell, cellChange, pos);
}
else
return false;
}
bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos)
{
if (mDistance <= 0)
storage.mCanWanderAlongPathGrid = false;
if (isPackageCompleted(actor, storage))
{
return true;
}
if (!mStoredInitialActorPosition)
{
mInitialActorPosition = actor.getRefData().getPosition().asVec3();
mStoredInitialActorPosition = true;
}
// Initialization to discover & store allowed node points for this actor.
if (mPopulateAvailableNodes)
{
getAllowedNodes(actor, currentCell->getCell(), storage);
}
// Actor becomes stationary - see above URL's for previous research
// If a creature or an NPC with a wander distance and no pathgrid is available,
// randomly idle or wander around near spawn point
if(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);
}
} else if (mAllowedNodes.empty() && !storage.mIsWanderingManually) {
storage.mCanWanderAlongPathGrid = false;
}
// Detect obstacles if wandering manually
if (storage.mIsWanderingManually) {
detectManualWanderingObstacles(actor, storage);
}
// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
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
&& (pos.asVec3() - mReturnPosition).length2() > (DESTINATION_TOLERANCE * DESTINATION_TOLERANCE))
{
returnToStartLocation(actor, storage, pos);
}
// Allow interrupting a walking actor to trigger a greeting
WanderState& wanderState = storage.mState;
if ((wanderState == Wander_IdleNow) || (wanderState == Wander_Walking))
{
playGreetingIfPlayerGetsTooClose(actor, storage);
}
if ((wanderState == Wander_MoveNow) && storage.mCanWanderAlongPathGrid)
{
// Construct a new path if there isn't one
if(!storage.mPathFinder.isPathConstructed())
{
if (!mAllowedNodes.empty())
{
setPathToAnAllowedNode(actor, storage, pos);
}
}
}
return false; // AiWander package not yet completed
}
bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
if (mDuration)
{
// End package if duration is complete or mid-night hits:
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
if ((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
{
if (!mRepeat)
{
stopWalking(actor, storage);
return true;
}
else
{
mStartTime = currentTime;
}
}
}
// if get here, not yet completed
return false;
}
void AiWander::returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)
{
if (!storage.mPathFinder.isPathConstructed())
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
// don't take shortcuts for wandering
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
if (storage.mPathFinder.isPathConstructed())
{
storage.setState(Wander_Walking);
}
}
}
/*
* Commands actor to walk to a random location near original spawn location.
*
* Creatures simply wander a certain distance from their starting location, while NPCs wander a scripted
* distance (mDistance) from the position where they started the wander package.
* http://www.uesp.net/wiki/Tes3Mod:AIWander
*/
void AiWander::wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance) {
const ESM::Pathgrid::Point currentPosition = actor.getRefData().getPosition().pos;
// Determine a random location within radius of original position
const float pi = 3.14159265359f;
const float wanderRadius = Misc::Rng::rollClosedProbability() * 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);
ESM::Pathgrid::Point destinationPosition = ESM::Pathgrid::Point(destinationX, destinationY, mInitialActorPosition.z());
storage.mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(), true);
storage.mPathFinder.addPointToPath(destinationPosition);
storage.mPreviousWanderingNearSpawnLocation = currentPosition;
storage.mStuckTimer = 0;
storage.setState(Wander_Walking, true);
}
/*
* Detects if a manually wandering actor has spent too much time at one spot (stuck by an obstacle)
* and stops wandering when that occurs. Uses the unit's speed to help determine how long they should
* not be in one spot.
*/
void AiWander::detectManualWanderingObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage) {
const ESM::Pathgrid::Point currentPosition = actor.getRefData().getPosition().pos;
const float actorSpeed = actor.getClass().getSpeed(actor);
const float minimumDistanceTraveled = actorSpeed / 5.0f;
if (distanceApart2d(storage.mPreviousWanderingNearSpawnLocation, currentPosition) < minimumDistanceTraveled) {
// Hit an obstacle and haven't moved much
if (++(storage.mStuckTimer) > 8) {
// Stuck too long, wander elsewhere
storage.setState(Wander_ChooseAction);
wanderNearStart(actor, storage, mDistance);
}
} else {
storage.mPreviousWanderingNearSpawnLocation = currentPosition;
}
}
void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
{
switch (storage.mState)
{
case Wander_IdleNow:
onIdleStatePerFrameActions(actor, duration, storage);
break;
case Wander_Walking:
onWalkingStatePerFrameActions(actor, duration, storage, pos);
break;
case Wander_ChooseAction:
onChooseActionStatePerFrameActions(actor, storage);
break;
case Wander_MoveNow:
break; // nothing to do
default:
// should never get here
assert(false);
break;
}
}
void AiWander::onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
{
// Check if an idle actor is too close to a door - if so start walking
mDoorCheckDuration += duration;
if (mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
{
mDoorCheckDuration = 0; // restart timer
if (mDistance && // actor is not intended to be stationary
proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
{
storage.setState(Wander_MoveNow);
mTrimCurrentNode = false; // just in case
return;
}
}
bool& rotate = storage.mTurnActorGivingGreetingToFacePlayer;
if (rotate)
{
// Reduce the turning animation glitch by using a *HUGE* value of
// epsilon... TODO: a proper fix might be in either the physics or the
// animation subsystem
if (zTurn(actor, storage.mTargetAngleRadians, osg::DegreesToRadians(5.f)))
rotate = false;
}
// Check if idle animation finished
GreetingState& greetingState = storage.mSaidGreeting;
if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
{
storage.setState(Wander_ChooseAction);
}
}
void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
float duration, AiWanderStorage& storage, ESM::Position& pos)
{
// Are we there yet?
if (storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
{
stopWalking(actor, storage);
storage.setState(Wander_ChooseAction);
mHasReturnPosition = false;
}
else
{
// have not yet reached the destination
evadeObstacles(actor, storage, duration, pos);
}
}
void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
short unsigned& idleAnimation = storage.mIdleAnimation;
idleAnimation = getRandomIdle();
if (!idleAnimation && mDistance)
{
storage.setState(Wander_MoveNow);
return;
}
if(idleAnimation)
{
if(std::find(storage.mBadIdles.begin(), storage.mBadIdles.end(), idleAnimation)==storage.mBadIdles.end())
{
if(!playIdle(actor, idleAnimation))
{
storage.mBadIdles.push_back(idleAnimation);
storage.setState(Wander_ChooseAction);
return;
}
}
}
// Recreate vanilla (broken?) behavior of resetting start time of AIWander:
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
storage.setState(Wander_IdleNow);
}
void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos)
{
// turn towards the next point in mPath
zTurn(actor, storage.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
if (proximityToDoor(actor)) // NOTE: checks interior cells only
{
// remove allowed points then select another random destination
mTrimCurrentNode = true;
trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
mObstacleCheck.clear();
storage.mPathFinder.clearPath();
storage.setState(Wander_MoveNow);
}
else // probably walking into another NPC
{
// TODO: diagonal should have same animation as walk forward
// but doesn't seem to do that?
mObstacleCheck.takeEvasiveAction(movement);
}
mStuckCount++; // TODO: maybe no longer needed
}
else
{
movement.mPosition[1] = 1;
}
// if stuck for sufficiently long, act like current location was the destination
if (mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
{
//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
mObstacleCheck.clear();
stopWalking(actor, storage);
storage.setState(Wander_ChooseAction);
mStuckCount = 0;
}
}
void AiWander::playIdleDialogueRandomly(const MWWorld::Ptr& actor)
{
int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
{
MWWorld::Ptr player = getPlayer();
static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
float roll = Misc::Rng::rollProbability() * 10000.0f;
// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
// due to the roll being an integer.
// Our implementation does not have these issues, so needs to be recalibrated. We chose to
// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f);
// Only say Idle voices when player is in LOS
// A bit counterintuitive, likely vanilla did this to reduce the appearance of
// voices going through walls?
const ESM::Position& pos = actor.getRefData().getPosition();
if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2()
< 3000 * 3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
}
}
void AiWander::playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
// Play a random voice greeting if the player gets too close
int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
float helloDistance = static_cast<float>(hello);
static int iGreetDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
helloDistance *= iGreetDistanceMultiplier;
MWWorld::Ptr player = getPlayer();
osg::Vec3f playerPos(player.getRefData().getPosition().asVec3());
osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
float playerDistSqr = (playerPos - actorPos).length2();
int& greetingTimer = storage.mGreetingTimer;
GreetingState& greetingState = storage.mSaidGreeting;
if (greetingState == Greet_None)
{
if ((playerDistSqr <= helloDistance*helloDistance) &&
!player.getClass().getCreatureStats(player).isDead() && MWBase::Environment::get().getWorld()->getLOS(player, actor)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, actor))
greetingTimer++;
if (greetingTimer >= GREETING_SHOULD_START)
{
greetingState = Greet_InProgress;
MWBase::Environment::get().getDialogueManager()->say(actor, "hello");
greetingTimer = 0;
}
}
if (greetingState == Greet_InProgress)
{
greetingTimer++;
if (storage.mState == Wander_Walking)
{
stopWalking(actor, storage);
mObstacleCheck.clear();
storage.setState(Wander_IdleNow);
}
turnActorToFacePlayer(actorPos, playerPos, storage);
if (greetingTimer >= GREETING_SHOULD_END)
{
greetingState = Greet_Done;
greetingTimer = 0;
}
}
if (greetingState == MWMechanics::AiWander::Greet_Done)
{
float resetDist = 2 * helloDistance;
if (playerDistSqr >= resetDist*resetDist)
greetingState = Greet_None;
}
}
void AiWander::turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage)
{
osg::Vec3f dir = playerPosition - actorPosition;
float faceAngleRadians = std::atan2(dir.x(), dir.y());
storage.mTargetAngleRadians = faceAngleRadians;
storage.mTurnActorGivingGreetingToFacePlayer = true;
}
void AiWander::setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos)
{
unsigned int randNode = Misc::Rng::rollDice(mAllowedNodes.size());
ESM::Pathgrid::Point dest(mAllowedNodes[randNode]);
ToWorldCoordinates(dest, storage.mCell->getCell());
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actorPos));
// don't take shortcuts for wandering
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
if (storage.mPathFinder.isPathConstructed())
{
// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
// check if mCurrentNode was taken out of mAllowedNodes
if (mTrimCurrentNode && mAllowedNodes.size() > 1)
mTrimCurrentNode = false;
else
mAllowedNodes.push_back(mCurrentNode);
mCurrentNode = temp;
storage.setState(Wander_Walking);
}
// Choose a different node and delete this one from possible nodes because it is uncreachable:
else
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
}
void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
{
CoordinateConverter(cell).toWorld(point);
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
const PathFinder& pathfinder)
{
// TODO: how to add these back in once the door opens?
// Idea: keep a list of detected closed doors (see aicombat.cpp)
// Every now and then check whether one of the doors is opened. (maybe
// at the end of playing idle?) If the door is opened then re-calculate
// allowed nodes starting from the spawn point.
std::list<ESM::Pathgrid::Point> paths = pathfinder.getPath();
while(paths.size() >= 2)
{
ESM::Pathgrid::Point pt = paths.back();
for(unsigned int j = 0; j < nodes.size(); j++)
{
// FIXME: doesn't hadle a door with the same X/Y
// co-ordinates but with a different Z
if(nodes[j].mX == pt.mX && nodes[j].mY == pt.mY)
{
nodes.erase(nodes.begin() + j);
break;
}
}
paths.pop_back();
}
}
int AiWander::getTypeId() const
{
return TypeIdWander;
}
void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
storage.mPathFinder.clearPath();
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
}
bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle))
{
const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle];
return MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, groupName, 0, 1);
}
else
{
std::cerr<< "Attempted to play out of range idle animation \""<<idleSelect<<"\" for " << actor.getCellRef().getRefId() << std::endl;
return false;
}
}
bool AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle))
{
const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle];
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, groupName);
}
else
{
return false;
}
}
void AiWander::setReturnPosition(const osg::Vec3f& position)
{
if (!mHasReturnPosition)
{
mHasReturnPosition = true;
mReturnPosition = position;
}
}
short unsigned AiWander::getRandomIdle()
{
unsigned short idleRoll = 0;
short unsigned selectedAnimation = 0;
for(unsigned int counter = 0; counter < mIdle.size(); counter++)
{
static float fIdleChanceMultiplier = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("fIdleChanceMultiplier")->getFloat();
unsigned short idleChance = static_cast<unsigned short>(fIdleChanceMultiplier * mIdle[counter]);
unsigned short randSelect = (int)(Misc::Rng::rollProbability() * int(100 / fIdleChanceMultiplier));
if(randSelect < idleChance && randSelect > idleRoll)
{
selectedAnimation = counter + GroupIndex_MinIdle;
idleRoll = randSelect;
}
}
return selectedAnimation;
}
void AiWander::fastForward(const MWWorld::Ptr& actor, AiState &state)
{
if (mDistance == 0)
return;
if (mPopulateAvailableNodes)
getAllowedNodes(actor, actor.getCell()->getCell(), state.get<AiWanderStorage>());
if (mAllowedNodes.empty())
return;
state.moveIn(new AiWanderStorage());
int index = Misc::Rng::rollDice(mAllowedNodes.size());
ESM::Pathgrid::Point dest = mAllowedNodes[index];
dest.mX += OffsetToPreventOvercrowding();
dest.mY += OffsetToPreventOvercrowding();
ToWorldCoordinates(dest, actor.getCell()->getCell());
MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
actor.getClass().adjustPosition(actor, false);
// may have changed cell
mPopulateAvailableNodes = true;
}
int AiWander::OffsetToPreventOvercrowding()
{
return static_cast<int>(DESTINATION_TOLERANCE * (Misc::Rng::rollProbability() * 2.0f - 1.0f));
}
void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage)
{
// infrequently used, therefore no benefit in caching it as a member
const ESM::Pathgrid *
pathgrid = MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*cell);
const MWWorld::CellStore* cellStore = actor.getCell();
mAllowedNodes.clear();
// If there is no path this actor doesn't go anywhere. See:
// https://forum.openmw.org/viewtopic.php?t=1556
// http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
// Note: In order to wander, need at least two points.
if(!pathgrid || (pathgrid->mPoints.size() < 2))
storage.mCanWanderAlongPathGrid = false;
// A distance value passed into the constructor indicates how far the
// actor can wander from the spawn position. AiWander assumes that
// pathgrid points are available, and uses them to randomly select wander
// destinations within the allowed set of pathgrid points (nodes).
// ... pathgrids don't usually include water, so swimmers ignore them
if (mDistance && storage.mCanWanderAlongPathGrid && !actor.getClass().isPureWaterCreature(actor))
{
// get NPC's position in local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
CoordinateConverter(cell).toLocal(npcPos);
// Find closest pathgrid point
int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// and if the point is connected to the closest current point
// NOTE: mPoints and mAllowedNodes are in local co-ordinates
int pointIndex = 0;
for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
{
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(pathgrid->mPoints[counter]));
if((npcPos - nodePos).length2() <= mDistance * mDistance &&
cellStore->isPointConnected(closestPointIndex, counter))
{
mAllowedNodes.push_back(pathgrid->mPoints[counter]);
pointIndex = counter;
}
}
if (mAllowedNodes.size() == 1)
{
AddNonPathGridAllowedPoints(npcPos, pathgrid, pointIndex);
}
if(!mAllowedNodes.empty())
{
SetCurrentNodeToClosestAllowedNode(npcPos);
}
}
mPopulateAvailableNodes = false;
}
// When only one path grid point in wander distance,
// additional points for NPC to wander to are:
// 1. NPC's initial location
// 2. Partway along the path between the point and its connected points.
void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex)
{
mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos));
for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
{
if (it->mV0 == pointIndex)
{
AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1]);
}
}
}
void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end)
{
osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start);
osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart;
float length = delta.length();
delta.normalize();
int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE);
// must not travel longer than distance between waypoints or NPC goes past waypoint
distance = std::min(distance, static_cast<int>(length));
delta *= distance;
mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta));
}
void AiWander::SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos)
{
float distanceToClosestNode = std::numeric_limits<float>::max();
unsigned int index = 0;
for (unsigned int counterThree = 0; counterThree < mAllowedNodes.size(); counterThree++)
{
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(mAllowedNodes[counterThree]));
float tempDist = (npcPos - nodePos).length2();
if (tempDist < distanceToClosestNode)
{
index = counterThree;
distanceToClosestNode = tempDist;
}
}
mCurrentNode = mAllowedNodes[index];
mAllowedNodes.erase(mAllowedNodes.begin() + index);
}
void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
wander->mData.mDistance = mDistance;
wander->mData.mDuration = mDuration;
wander->mData.mTimeOfDay = mTimeOfDay;
wander->mStartTime = mStartTime.toEsm();
assert (mIdle.size() == 8);
for (int i=0; i<8; ++i)
wander->mData.mIdle[i] = mIdle[i];
wander->mData.mShouldRepeat = mRepeat;
wander->mStoredInitialActorPosition = mStoredInitialActorPosition;
if (mStoredInitialActorPosition)
wander->mInitialActorPosition = mInitialActorPosition;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Wander;
package.mPackage = wander.release();
sequence.mPackages.push_back(package);
}
AiWander::AiWander (const ESM::AiSequence::AiWander* wander)
: mDistance(wander->mData.mDistance)
, mDuration(wander->mData.mDuration)
, mTimeOfDay(wander->mData.mTimeOfDay)
, mRepeat(wander->mData.mShouldRepeat != 0)
, mStoredInitialActorPosition(wander->mStoredInitialActorPosition)
, mStartTime(MWWorld::TimeStamp(wander->mStartTime))
{
if (mStoredInitialActorPosition)
mInitialActorPosition = wander->mInitialActorPosition;
for (int i=0; i<8; ++i)
mIdle.push_back(wander->mData.mIdle[i]);
init();
}
}