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Open door when it is on the way to a next path point
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4 changed files with 42 additions and 0 deletions
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@ -614,6 +614,8 @@ namespace MWBase
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/// Return physical half extents of the given actor to be used in pathfinding
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virtual osg::Vec3f getPathfindingHalfExtents(const MWWorld::ConstPtr& actor) const = 0;
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virtual bool hasCollisionWithDoor(const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const = 0;
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};
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}
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@ -13,6 +13,8 @@
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwphysics/collisiontype.hpp"
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#include "pathgrid.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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@ -222,6 +224,19 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor)
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}
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}
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namespace
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{
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bool isDoorOnTheWay(const MWWorld::Ptr& actor, const MWWorld::Ptr& door, const osg::Vec3f& nextPathPoint)
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{
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const auto world = MWBase::Environment::get().getWorld();
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const auto halfExtents = world->getHalfExtents(actor);
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const auto position = actor.getRefData().getPosition().asVec3() + osg::Vec3f(0, 0, halfExtents.z());
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const auto destination = nextPathPoint + osg::Vec3f(0, 0, halfExtents.z());
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return world->hasCollisionWithDoor(door, position, destination);
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}
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}
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void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
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{
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// note: AiWander currently does not open doors
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@ -240,6 +255,9 @@ void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
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if (!door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == MWWorld::DoorState::Idle)
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{
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if (!isDoorOnTheWay(actor, door, mPathFinder.getPath().front()))
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return;
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if ((door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 ))
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{
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world->activate(door, actor);
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@ -15,6 +15,7 @@
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#include <components/misc/constants.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/misc/rng.hpp>
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#include <components/misc/convert.hpp>
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#include <components/files/collections.hpp>
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@ -3851,4 +3852,23 @@ namespace MWWorld
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return getHalfExtents(actor);
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}
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bool World::hasCollisionWithDoor(const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const
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{
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const auto object = mPhysics->getObject(door);
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if (!object)
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return false;
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btVector3 aabbMin;
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btVector3 aabbMax;
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object->getShapeInstance()->getCollisionShape()->getAabb(btTransform::getIdentity(), aabbMin, aabbMax);
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const auto toLocal = object->getCollisionObject()->getWorldTransform().inverse();
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const auto localFrom = toLocal(Misc::Convert::toBullet(position));
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const auto localTo = toLocal(Misc::Convert::toBullet(destination));
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btScalar hitDistance = 1;
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btVector3 hitNormal;
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return btRayAabb(localFrom, localTo, aabbMin, aabbMax, hitDistance, hitNormal);
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}
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}
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@ -719,6 +719,8 @@ namespace MWWorld
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/// Return physical half extents of the given actor to be used in pathfinding
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osg::Vec3f getPathfindingHalfExtents(const MWWorld::ConstPtr& actor) const override;
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bool hasCollisionWithDoor(const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const override;
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};
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}
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