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

646 lines
27 KiB
C++

#include "aiwander.hpp"
#include <OgreVector3.h>
#include <OgreSceneNode.h>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
namespace MWMechanics
{
static const int COUNT_BEFORE_RESET = 200; // TODO: maybe no longer needed
static const float DOOR_CHECK_INTERVAL = 1.5f;
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<int>& idle, bool repeat):
mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat)
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
, mXCell(0)
, mYCell(0)
, mCell(NULL)
, mStuckCount(0) // TODO: maybe no longer needed
, mDoorCheckDuration(0)
, mTrimCurrentNode(false)
, mReaction(0)
, mGreetDistanceMultiplier(0)
, mGreetDistanceReset(0)
, mChance(0)
, mRotate(false)
, mTargetAngle(0)
, mSaidGreeting(false)
, mHasReturnPosition(false)
, mReturnPosition(0,0,0)
{
for(unsigned short counter = 0; counter < mIdle.size(); counter++)
{
if(mIdle[counter] >= 127 || mIdle[counter] < 0)
mIdle[counter] = 0;
}
if(mDistance < 0)
mDistance = 0;
if(mDuration < 0)
mDuration = 0;
if(mDuration == 0)
mTimeOfDay = 0;
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mPlayedIdle = 0;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
mIdleChanceMultiplier =
store.get<ESM::GameSetting>().find("fIdleChanceMultiplier")->getFloat();
mGreetDistanceMultiplier =
store.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
mGreetDistanceReset =
store.get<ESM::GameSetting>().find("fGreetDistanceReset")->getFloat();
mChance = store.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
mStoredAvailableNodes = false;
mChooseAction = true;
mIdleNow = false;
mMoveNow = false;
mWalking = false;
}
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
11 years ago
* 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
11 years ago
* 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.
*/
11 years ago
bool AiWander::execute (const MWWorld::Ptr& actor,float duration)
{
MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
if(cStats.isDead() || cStats.getHealth().getCurrent() <= 0)
return true; // Don't bother with dead actors
bool cellChange = mCell && (actor.getCell() != mCell);
if(!mCell || cellChange)
{
mCell = actor.getCell();
mStoredAvailableNodes = false; // prob. not needed since mDistance = 0
}
const ESM::Cell *cell = mCell->getCell();
cStats.setDrawState(DrawState_Nothing);
cStats.setMovementFlag(CreatureStats::Flag_Run, false);
ESM::Position pos = actor.getRefData().getPosition();
// 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
mIdleNow && // but is in idle
!mWalking && // FIXME: some actors are idle while walking
proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6*1.6)) // NOTE: checks interior cells only
{
mIdleNow = false;
mMoveNow = true;
mTrimCurrentNode = false; // just in case
}
}
if(mWalking) // have not yet reached the destination
{
// turn towards the next point in mPath
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
// Returns true if evasive action needs to be taken
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, mPathFinder);
mObstacleCheck.clear();
mPathFinder.clearPath();
mWalking = false;
mMoveNow = true;
}
else // probably walking into another NPC
{
// TODO: diagonal should have same animation as walk forward
// but doesn't seem to do that?
actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
// change the angle a bit, too
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
}
mStuckCount++; // TODO: maybe no longer needed
}
//#if 0
// TODO: maybe no longer needed
if(mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
{
//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
mObstacleCheck.clear();
stopWalking(actor);
mMoveNow = false;
mWalking = false;
mChooseAction = true;
}
//#endif
}
if (mRotate)
{
// 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, Ogre::Degree(mTargetAngle), Ogre::Degree(5)))
mRotate = false;
}
mReaction += duration;
if(mReaction > 0.25f) // FIXME: hard coded constant
{
mReaction = 0;
return false;
}
// NOTE: everything below get updated every 0.25 seconds
MWBase::World *world = MWBase::Environment::get().getWorld();
if(mDuration)
{
// End package if duration is complete or mid-night hits:
MWWorld::TimeStamp currentTime = world->getTimeStamp();
if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
{
if(!mRepeat)
{
stopWalking(actor);
return true;
}
else
mStartTime = currentTime;
}
else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())
{
if(!mRepeat)
{
stopWalking(actor);
return true;
}
else
mStartTime = currentTime;
}
}
// Initialization to discover & store allowed node points for this actor.
if(!mStoredAvailableNodes)
{
// infrequently used, therefore no benefit in caching it as a member
const ESM::Pathgrid *
pathgrid = world->getStore().get<ESM::Pathgrid>().search(*cell);
// cache the current cell location
mCellX = cell->mData.mX;
mCellY = cell->mData.mY;
// 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
if(!pathgrid || pathgrid->mPoints.empty())
mDistance = 0;
// 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).
if(mDistance)
{
mXCell = 0;
mYCell = 0;
if(cell->isExterior())
{
mXCell = mCellX * ESM::Land::REAL_SIZE;
mYCell = mCellY * ESM::Land::REAL_SIZE;
}
// FIXME: There might be a bug here. The allowed node points are
// based on the actor's current position rather than the actor's
// spawn point. As a result the allowed nodes for wander can change
// between saves, for example.
//
// convert npcPos to local (i.e. cell) co-ordinates
Ogre::Vector3 npcPos(pos.pos);
npcPos[0] = npcPos[0] - mXCell;
npcPos[1] = npcPos[1] - mYCell;
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// NOTE: mPoints and mAllowedNodes are in local co-ordinates
for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
{
Ogre::Vector3 nodePos(pathgrid->mPoints[counter].mX, pathgrid->mPoints[counter].mY,
pathgrid->mPoints[counter].mZ);
if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance)
mAllowedNodes.push_back(pathgrid->mPoints[counter]);
}
if(!mAllowedNodes.empty())
{
Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ);
float closestNode = npcPos.squaredDistance(firstNodePos);
unsigned int index = 0;
for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++)
{
Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY,
mAllowedNodes[counterThree].mZ);
float tempDist = npcPos.squaredDistance(nodePos);
if(tempDist < closestNode)
index = counterThree;
}
mCurrentNode = mAllowedNodes[index];
mAllowedNodes.erase(mAllowedNodes.begin() + index);
mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
}
}
}
// Actor becomes stationary - see above URL's for previous research
if(mAllowedNodes.empty())
mDistance = 0;
// 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 && Ogre::Vector3(pos.pos).squaredDistance(mReturnPosition) > 20*20)
{
mChooseAction = false;
mIdleNow = false;
if (!mPathFinder.isPathConstructed())
{
Ogre::Vector3 destNodePos = mReturnPosition;
ESM::Pathgrid::Point dest;
dest.mX = destNodePos[0];
dest.mY = destNodePos[1];
dest.mZ = destNodePos[2];
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
// don't take shortcuts for wandering
mPathFinder.buildPath(start, dest, actor.getCell(), false);
if(mPathFinder.isPathConstructed())
{
mMoveNow = false;
mWalking = true;
}
}
}
if(mChooseAction)
{
mPlayedIdle = 0;
getRandomIdle(); // NOTE: sets mPlayedIdle with a random selection
if(!mPlayedIdle && mDistance)
{
mChooseAction = false;
mMoveNow = true;
}
else
{
// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
MWWorld::TimeStamp currentTime = world->getTimeStamp();
mStartTime = currentTime;
playIdle(actor, mPlayedIdle);
mChooseAction = false;
mIdleNow = true;
// Play idle voiced dialogue entries randomly
int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
if (hello > 0)
{
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
// Don't bother if the player is out of hearing range
if (roll < mChance && Ogre::Vector3(player.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(pos.pos)) < 1500*1500)
MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
}
}
}
// Allow interrupting a walking actor to trigger a greeting
if(mIdleNow || (mWalking && !mObstacleCheck.isNormalState() && mDistance))
{
// Play a random voice greeting if the player gets too close
int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
float helloDistance = hello;
helloDistance *= mGreetDistanceMultiplier;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
Ogre::Vector3 playerPos(player.getRefData().getPosition().pos);
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
float playerDistSqr = playerPos.squaredDistance(actorPos);
if(playerDistSqr <= helloDistance*helloDistance)
{
if(mWalking)
{
stopWalking(actor);
mMoveNow = false;
mWalking = false;
mObstacleCheck.clear();
mIdleNow = true;
getRandomIdle();
}
if(!mRotate)
{
Ogre::Vector3 dir = playerPos - actorPos;
float length = dir.length();
float faceAngle = Ogre::Radian(Ogre::Math::ACos(dir.y / length) *
((Ogre::Math::ASin(dir.x / length).valueRadians()>0)?1.0:-1.0)).valueDegrees();
float actorAngle = actor.getRefData().getBaseNode()->getOrientation().getRoll().valueDegrees();
// an attempt at reducing the turning animation glitch
if(abs(abs(faceAngle) - abs(actorAngle)) >= 5) // TODO: is there a better way?
{
mTargetAngle = faceAngle;
mRotate = true;
}
}
}
if (!mSaidGreeting)
{
// TODO: check if actor is aware / has line of sight
if (playerDistSqr <= helloDistance*helloDistance
// Only play a greeting if the player is not moving
&& Ogre::Vector3(player.getClass().getMovementSettings(player).mPosition).squaredLength() == 0)
{
mSaidGreeting = true;
MWBase::Environment::get().getDialogueManager()->say(actor, "hello");
}
}
else
{
if (playerDistSqr >= mGreetDistanceReset*mGreetDistanceReset * mGreetDistanceMultiplier*mGreetDistanceMultiplier)
mSaidGreeting = false;
}
// Check if idle animation finished
// FIXME: don't stay forever
if(!checkIdle(actor, mPlayedIdle) && playerDistSqr > helloDistance*helloDistance)
{
mPlayedIdle = 0;
mIdleNow = false;
mChooseAction = true;
}
}
if(mMoveNow && mDistance)
{
// Construct a new path if there isn't one
if(!mPathFinder.isPathConstructed())
{
assert(mAllowedNodes.size());
unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size());
// NOTE: initially constructed with local (i.e. cell) co-ordinates
Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX,
mAllowedNodes[randNode].mY,
mAllowedNodes[randNode].mZ);
// convert dest to use world co-ordinates
ESM::Pathgrid::Point dest;
dest.mX = destNodePos[0] + mXCell;
dest.mY = destNodePos[1] + mYCell;
dest.mZ = destNodePos[2];
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
// don't take shortcuts for wandering
mPathFinder.buildPath(start, dest, actor.getCell(), false);
if(mPathFinder.isPathConstructed())
{
// buildPath inserts dest in case it is not a pathgraph point
// index which is a duplicate for AiWander. However below code
// does not work since getPath() returns a copy of path not a
// reference
//if(mPathFinder.getPathSize() > 1)
//mPathFinder.getPath().pop_back();
// 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;
mMoveNow = false;
mWalking = true;
}
// Choose a different node and delete this one from possible nodes because it is uncreachable:
else
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
}
}
// Are we there yet?
if(mWalking &&
mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
{
stopWalking(actor);
mMoveNow = false;
mWalking = false;
mChooseAction = true;
mHasReturnPosition = false;
}
return false; // AiWander package not yet completed
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
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++)
{
11 years ago
// 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)
{
mPathFinder.clearPath();
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
}
void AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if(idleSelect == 2)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle2", 0, 1);
else if(idleSelect == 3)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1);
else if(idleSelect == 4)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle4", 0, 1);
else if(idleSelect == 5)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle5", 0, 1);
else if(idleSelect == 6)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle6", 0, 1);
else if(idleSelect == 7)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle7", 0, 1);
else if(idleSelect == 8)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle8", 0, 1);
else if(idleSelect == 9)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle9", 0, 1);
}
bool AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if(idleSelect == 2)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle2");
else if(idleSelect == 3)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle3");
else if(idleSelect == 4)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle4");
else if(idleSelect == 5)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle5");
else if(idleSelect == 6)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle6");
else if(idleSelect == 7)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle7");
else if(idleSelect == 8)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle8");
else if(idleSelect == 9)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle9");
else
return false;
}
void AiWander::setReturnPosition(const Ogre::Vector3& position)
{
if (!mHasReturnPosition)
{
mHasReturnPosition = true;
mReturnPosition = position;
}
}
void AiWander::getRandomIdle()
{
unsigned short idleRoll = 0;
for(unsigned int counter = 0; counter < mIdle.size(); counter++)
{
unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter];
unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier));
if(randSelect < idleChance && randSelect > idleRoll)
{
mPlayedIdle = counter+2;
idleRoll = randSelect;
}
}
}
}