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openmw-tes3mp/apps/openmw/mwmechanics/aisequence.cpp

287 lines
9.0 KiB
C++

#include "aisequence.hpp"
#include "aipackage.hpp"
#include "aiwander.hpp"
#include "aiescort.hpp"
#include "aitravel.hpp"
#include "aifollow.hpp"
#include "aiactivate.hpp"
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#include "aicombat.hpp"
#include "aipursue.hpp"
#include "../mwworld/class.hpp"
#include "creaturestats.hpp"
#include "npcstats.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
namespace MWMechanics
{
void AiSequence::copy (const AiSequence& sequence)
{
for (std::list<AiPackage *>::const_iterator iter (sequence.mPackages.begin());
iter!=sequence.mPackages.end(); ++iter)
mPackages.push_back ((*iter)->clone());
}
AiSequence::AiSequence() : mDone (false), mLastAiPackage(-1) {}
AiSequence::AiSequence (const AiSequence& sequence) : mDone (false)
{
copy (sequence);
}
AiSequence& AiSequence::operator= (const AiSequence& sequence)
{
if (this!=&sequence)
{
clear();
copy (sequence);
mDone = sequence.mDone;
}
return *this;
}
AiSequence::~AiSequence()
{
clear();
}
int AiSequence::getTypeId() const
{
if (mPackages.empty())
return -1;
return mPackages.front()->getTypeId();
}
bool AiSequence::getCombatTarget(MWWorld::Ptr &targetActor) const
{
if (getTypeId() != AiPackage::TypeIdCombat)
return false;
const AiCombat *combat = static_cast<const AiCombat *>(mPackages.front());
targetActor = combat->getTarget();
return true;
}
bool AiSequence::canAddTarget(const ESM::Position& actorPos, float distToTarget) const
{
bool firstCombatFound = false;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
firstCombatFound = true;
const AiCombat *combat = static_cast<const AiCombat *>(*it);
if (combat->getTarget() != player ) return false; // only 1 non-player target allowed
else
{
// add new target only if current target (player) is farther
ESM::Position &targetPos = combat->getTarget().getRefData().getPosition();
float distToCurrTarget = (Ogre::Vector3(targetPos.pos) - Ogre::Vector3(actorPos.pos)).length();
return (distToCurrTarget > distToTarget);
}
}
else if (firstCombatFound) break; // assumes combat packages go one-by-one in packages list
}
return true;
}
void AiSequence::stopCombat()
{
while (getTypeId() == AiPackage::TypeIdCombat)
{
delete *mPackages.begin();
mPackages.erase (mPackages.begin());
}
}
void AiSequence::stopPursuit()
{
while (getTypeId() == AiPackage::TypeIdPursue)
{
delete *mPackages.begin();
mPackages.erase (mPackages.begin());
}
}
bool AiSequence::isPackageDone() const
{
return mDone;
}
void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
{
if(actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
{
if (!mPackages.empty())
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{
MWMechanics::AiPackage* package = mPackages.front();
mLastAiPackage = package->getTypeId();
// if active package is combat one, choose nearest target
if (mLastAiPackage == AiPackage::TypeIdCombat)
{
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std::list<AiPackage *>::iterator itActualCombat;
float nearestDist = std::numeric_limits<float>::max();
Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
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for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;
MWWorld::Ptr target = static_cast<const AiCombat *>(*it)->getTarget();
// target disappeared (e.g. summoned creatures)
if (target.isEmpty())
{
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delete *it;
mPackages.erase(it++);
}
else
{
ESM::Position &targetPos = target.getRefData().getPosition();
float distTo = (Ogre::Vector3(targetPos.pos) - vActorPos).length();
if (distTo < nearestDist)
{
nearestDist = distTo;
itActualCombat = it;
}
}
}
// all targets disappeared
if (nearestDist == std::numeric_limits<float>::max())
{
mDone = true;
return;
}
else if (mPackages.begin() != itActualCombat)
{
// move combat package with nearest target to the front
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mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
}
}
if (package->execute (actor,duration))
{
// To account for the rare case where AiPackage::execute() queued another AI package
// (e.g. AiPursue executing a dialogue script that uses startCombat)
std::list<MWMechanics::AiPackage*>::iterator toRemove =
std::find(mPackages.begin(), mPackages.end(), package);
mPackages.erase(toRemove);
delete package;
mDone = true;
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}
else
{
mDone = false;
}
}
}
}
void AiSequence::clear()
{
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
delete *iter;
mPackages.clear();
}
void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor)
{
if (package.getTypeId() == AiPackage::TypeIdCombat || package.getTypeId() == AiPackage::TypeIdPursue)
{
// Notify AiWander of our current position so we can return to it after combat finished
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
{
if((*iter)->getTypeId() == AiPackage::TypeIdPursue && package.getTypeId() == AiPackage::TypeIdPursue
&& static_cast<const AiPursue*>(*iter)->getTarget() == static_cast<const AiPursue*>(&package)->getTarget())
{
return; // target is already pursued
}
else if ((*iter)->getTypeId() == AiPackage::TypeIdWander)
static_cast<AiWander*>(*iter)->setReturnPosition(Ogre::Vector3(actor.getRefData().getPosition().pos));
}
}
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if(mPackages.front()->getPriority() <= package.getPriority())
{
mPackages.insert(it,package.clone());
return;
}
}
if(mPackages.empty())
mPackages.push_front (package.clone());
}
void AiSequence::queue (const AiPackage& package)
{
mPackages.push_back (package.clone());
}
AiPackage* MWMechanics::AiSequence::getActivePackage()
{
if(mPackages.empty())
throw std::runtime_error(std::string("No AI Package!"));
else
return mPackages.front();
}
void AiSequence::fill(const ESM::AIPackageList &list)
{
for (std::vector<ESM::AIPackage>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
MWMechanics::AiPackage* package;
if (it->mType == ESM::AI_Wander)
{
ESM::AIWander data = it->mWander;
std::vector<int> idles;
for (int i=0; i<8; ++i)
idles.push_back(data.mIdle[i]);
package = new MWMechanics::AiWander(data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat);
}
else if (it->mType == ESM::AI_Escort)
{
ESM::AITarget data = it->mTarget;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(data.mId.toString(), false);
package = new MWMechanics::AiEscort(target, data.mDuration, data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Travel)
{
ESM::AITravel data = it->mTravel;
package = new MWMechanics::AiTravel(data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Activate)
{
ESM::AIActivate data = it->mActivate;
package = new MWMechanics::AiActivate(data.mName.toString());
}
else //if (it->mType == ESM::AI_Follow)
{
ESM::AITarget data = it->mTarget;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(data.mId.toString(), false);
package = new MWMechanics::AiFollow(target, data.mDuration, data.mX, data.mY, data.mZ);
}
mPackages.push_back(package);
}
}
} // namespace MWMechanics