# include "aipackage.hpp"
# include <cmath>
# 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 <OgreMath.h>
# include "steering.hpp"
MWMechanics : : AiPackage : : ~ AiPackage ( ) { }
MWMechanics : : AiPackage : : AiPackage ( ) : mTimer ( 0.26f ) , mStuckTimer ( 0 ) { //mTimer starts at .26 to force initial pathbuild
}
bool MWMechanics : : AiPackage : : pathTo ( const MWWorld : : Ptr & actor , ESM : : Pathgrid : : Point dest , float duration )
{
//Update various Timers
mTimer + = duration ; //Update timer
mStuckTimer + = duration ; //Update stuck timer
ESM : : Position pos = actor . getRefData ( ) . getPosition ( ) ; //position of the actor
/// Stops the actor when it gets too close to a unloaded cell
const ESM : : Cell * cell = actor . getCell ( ) - > getCell ( ) ;
{
MWWorld : : Ptr player = MWBase : : Environment : : get ( ) . getWorld ( ) - > getPlayerPtr ( ) ;
Movement & movement = actor . getClass ( ) . getMovementSettings ( actor ) ;
//Ensure pursuer doesn't leave loaded cells
if ( cell - > mData . mX ! = player . getCell ( ) - > getCell ( ) - > mData . mX )
{
int sideX = PathFinder : : sgn ( cell - > mData . mX - player . getCell ( ) - > getCell ( ) - > mData . mX ) ;
//check if actor is near the border of an inactive cell. If so, stop walking.
if ( sideX * ( pos . pos [ 0 ] - cell - > mData . mX * ESM : : Land : : REAL_SIZE ) > sideX * ( ESM : : Land : : REAL_SIZE / 2.0f - 200.0f ) )
{
movement . mPosition [ 1 ] = 0 ;
return false ;
}
}
if ( cell - > mData . mY ! = player . getCell ( ) - > getCell ( ) - > mData . mY )
{
int sideY = PathFinder : : sgn ( cell - > mData . mY - player . getCell ( ) - > getCell ( ) - > mData . mY ) ;
//check if actor is near the border of an inactive cell. If so, stop walking.
if ( sideY * ( pos . pos [ 1 ] - cell - > mData . mY * ESM : : Land : : REAL_SIZE ) > sideY * ( ESM : : Land : : REAL_SIZE / 2.0f - 200.0f ) )
{
movement . mPosition [ 1 ] = 0 ;
return false ;
}
}
}
//Start position
ESM : : Pathgrid : : Point start = pos . pos ;
//***********************
/// Checks if you can't get to the end position at all, adds end position to end of path
/// Rebuilds path every quarter of a second, in case the target has moved
//***********************
if ( mTimer > 0.25 )
{
if ( doesPathNeedRecalc ( dest , cell ) ) { //Only rebuild path if it's moved
mPathFinder . buildSyncedPath ( start , dest , actor . getCell ( ) , true ) ; //Rebuild path, in case the target has moved
mPrevDest = 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 ( mPathFinder . checkPathCompleted ( pos . pos [ 0 ] , pos . pos [ 1 ] ) ) //Path finished?
return true ;
else if ( mStuckTimer > 0.5 ) //Every half second see if we need to take action to avoid something
{
/// TODO (tluppi#1#): Use ObstacleCheck here. Not working for some reason
//if(mObstacleCheck.check(actor, duration)) {
if ( distance ( start , mStuckPos . pos [ 0 ] , mStuckPos . pos [ 1 ] , mStuckPos . pos [ 2 ] ) < actor . getClass ( ) . getSpeed ( actor ) * 0.05 & & distance ( dest , start ) > 20 ) { //Actually stuck, and far enough away from destination to care
// 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 . getClass ( ) . getDoorState ( door ) = = 0 ) { //Open the door if untrapped
MWBase : : Environment : : get ( ) . getWorld ( ) - > activateDoor ( door , 1 ) ;
}
}
else // probably walking into another NPC
{
actor . getClass ( ) . getMovementSettings ( actor ) . mPosition [ 0 ] = 1 ;
actor . getClass ( ) . getMovementSettings ( actor ) . mPosition [ 1 ] = 1 ;
// change the angle a bit, too
zTurn ( actor , Ogre : : Degree ( mPathFinder . getZAngleToNext ( pos . pos [ 0 ] + 1 , pos . pos [ 1 ] ) ) ) ;
}
}
else { //Not stuck, so reset things
mStuckTimer = 0 ;
mStuckPos = pos ;
actor . getClass ( ) . getMovementSettings ( actor ) . mPosition [ 1 ] = 1 ; //Just run forward
}
}
else {
actor . getClass ( ) . getMovementSettings ( actor ) . mPosition [ 1 ] = 1 ; //Just run forward the rest of the time
}
zTurn ( actor , Ogre : : Degree ( mPathFinder . getZAngleToNext ( pos . pos [ 0 ] , pos . pos [ 1 ] ) ) ) ;
return false ;
}
bool MWMechanics : : AiPackage : : doesPathNeedRecalc ( ESM : : Pathgrid : : Point dest , const ESM : : Cell * cell )
{
return distance ( mPrevDest , dest ) > 10 ;
}