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#include "aiescort.hpp"
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#include <iostream>
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#include "character.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/timestamp.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/player.hpp"
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#include "movement.hpp"
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#include <boost/graph/astar_search.hpp>
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#include <boost/graph/adjacency_list.hpp>
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#include "boost/tuple/tuple.hpp"
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namespace
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{
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float sgn(float a)
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{
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if(a>0) return 1.;
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else return -1.;
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}
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}
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// TODO: Fix all commenting!
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// TODO: Test vanilla behavior on passing x0, y0, and z0 with duration of anything including 0.
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// TODO: Different behavior for AIEscort a d x y z and AIEscortCell a c d x y z.
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// Necessary? MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, true);
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MWMechanics::AiEscort::AiEscort(const std::string &actorId,int duration, float x, float y, float z)
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: mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration)
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{
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//\ < The CS Help File states that if a duration is givin, the AI package will run for that long
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// BUT if a location is givin, it "trumps" the duration so it will simply escort to that location.
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if(mX != 0 || mY != 0 || mZ != 0)
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mDuration = 0;
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else
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{
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MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100);
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std::cout << "AiEscort Started at: " << mStartingSecond << " For: "
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<< duration << "Started At: " << mStartingSecond << std::endl;
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}
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}
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MWMechanics::AiEscort::AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z)
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: mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
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{
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//\ < The CS Help File states that if a duration is givin, the AI package will run for that long
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// BUT if a location is givin, it "trumps" the duration so it will simply escort to that location.
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if(mX != 0 || mY != 0 || mZ != 0)
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mDuration = 0;
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else
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{
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MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100);
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std::cout << "AiEscort Started at: " << mStartingSecond << " For: "
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<< duration << "Started At: " << mStartingSecond << std::endl;
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}
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}
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MWMechanics::AiEscort *MWMechanics::AiEscort::clone() const
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{
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return new AiEscort(*this);
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}
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bool MWMechanics::AiEscort::execute (const MWWorld::Ptr& actor)
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{
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// If AiEscort has ran for as long or longer then the duration specified
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// and the duration is not infinite, the package is complete.
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if(mDuration != 0)
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{
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MWWorld::TimeStamp current = MWBase::Environment::get().getWorld()->getTimeStamp();
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unsigned int currentSecond = ((current.getHour() - int(current.getHour())) * 100);
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std::cout << "AiEscort: " << currentSecond << " time: " << currentSecond - mStartingSecond << std::endl;
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if(currentSecond - mStartingSecond >= mDuration)
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{
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std::cout << "AiEscort Has Run It's Duration: " << currentSecond - mStartingSecond
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<< " >= " << mDuration << std::endl;
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return true;
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}
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}
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ESM::Position pos = actor.getRefData().getPosition();
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bool cellChange = actor.getCell()->mCell->mData.mX != cellX || actor.getCell()->mCell->mData.mY != cellY;
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
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{
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int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
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// Check if actor is near the border of an inactive cell. If so, disable AiEscort.
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// FIXME: This *should* pause the AiEscort package instead of terminating it.
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if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 200))
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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}
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}
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if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
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{
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int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
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// Check if actor is near the border of an inactive cell. If so, disable AiEscort.
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// FIXME: This *should* pause the AiEscort package instead of terminating it.
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if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 200))
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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}
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}
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if(!mPathFinder.isPathConstructed() || cellChange)
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{
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cellX = actor.getCell()->mCell->mData.mX;
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cellY = actor.getCell()->mCell->mData.mY;
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float xCell = 0;
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float yCell = 0;
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if (actor.getCell()->mCell->isExterior())
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{
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xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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}
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ESM::Pathgrid::Point dest;
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dest.mX = mX;
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dest.mY = mY;
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dest.mZ = mZ;
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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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mPathFinder.buildPath(start,dest,pathgrid,xCell,yCell);
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}
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if(mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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}
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/*
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if(getDistanceBetween() <= ???)
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{
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0],pos.pos[1],pos.pos[2]);
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MWBase::Environment::get().getWorld()->rotateObject(actor,0,0,zAngle,false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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}
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// Stop moving if the player is to far away
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else
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{
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// TODO: Set the actor to do the equivilent of AIWander 0 0 0 playing the "look back" idle animation.
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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}
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*/
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// Delete these three when above code is enabled!
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0],pos.pos[1],pos.pos[2]);
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MWBase::Environment::get().getWorld()->rotateObject(actor,0,0,zAngle,false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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return false;
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}
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int MWMechanics::AiEscort::getTypeId() const
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{
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return 2;
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}
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