Change all AI packages (except AiActivate) to use ActorIds

More robust in case the target changes cell or there are multiple targets with the same RefId
deque
scrawl 11 years ago
parent 2f13a17a39
commit 2e9985c1a3

@ -540,7 +540,7 @@ namespace MWMechanics
MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
// Make the summoned creature follow its master and help in fights
AiFollow package(ptr.getRefData().getHandle());
AiFollow package(ptr);
summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
int creatureActorId = summonedCreatureStats.getActorId();
@ -754,7 +754,7 @@ namespace MWMechanics
&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
{
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
creatureStats.setAlarmed(true);
npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
}
@ -783,7 +783,7 @@ namespace MWMechanics
else if (!creatureStats.isHostile())
{
if (ptr.getClass().isClass(ptr, "Guard"))
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
else
{
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);

@ -81,7 +81,7 @@ namespace MWMechanics
// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
mTarget(actor),
mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId()),
mTimerAttack(0),
mTimerReact(0),
mTimerCombatMove(0),
@ -153,7 +153,9 @@ namespace MWMechanics
|| actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
return true;
if(mTarget.getClass().getCreatureStats(mTarget).isDead())
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if(target.getClass().getCreatureStats(target).isDead())
return true;
//Update every frame
@ -325,7 +327,7 @@ namespace MWMechanics
ESM::Position pos = actor.getRefData().getPosition();
Ogre::Vector3 vActorPos(pos.pos);
Ogre::Vector3 vTargetPos(mTarget.getRefData().getPosition().pos);
Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
bool isStuck = false;
@ -396,7 +398,7 @@ namespace MWMechanics
else // remote pathfinding
{
bool preferShortcut = false;
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
if(mReadyToAttack) isStuck = false;
@ -432,7 +434,7 @@ namespace MWMechanics
mFollowTarget = false;
buildNewPath(actor); //may fail to build a path, check before use
buildNewPath(actor, target); //may fail to build a path, check before use
//delete visited path node
mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]);
@ -476,9 +478,9 @@ namespace MWMechanics
//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
//then start attacking
float speed1 = actorCls.getSpeed(actor);
float speed2 = mTarget.getClass().getSpeed(mTarget);
if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0
&& mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
float speed2 = target.getClass().getSpeed(target);
if(target.getClass().getMovementSettings(target).mPosition[0] == 0
&& target.getClass().getMovementSettings(target).mPosition[1] == 0)
speed2 = 0;
float s1 = distToTarget - weapRange;
@ -570,9 +572,9 @@ namespace MWMechanics
return false;
}
void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
{
Ogre::Vector3 newPathTarget = Ogre::Vector3(mTarget.getRefData().getPosition().pos);
Ogre::Vector3 newPathTarget = Ogre::Vector3(target.getRefData().getPosition().pos);
float dist;
@ -627,9 +629,12 @@ namespace MWMechanics
return 1;
}
const std::string &AiCombat::getTargetId() const
std::string AiCombat::getTargetId() const
{
return mTarget.getRefData().getHandle();
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if (target.isEmpty())
return "";
return target.getRefData().getHandle();
}

@ -31,7 +31,7 @@ namespace MWMechanics
virtual unsigned int getPriority() const;
///Returns target ID
const std::string &getTargetId() const;
std::string getTargetId() const;
private:
PathFinder mPathFinder;
@ -53,7 +53,7 @@ namespace MWMechanics
ESM::Position mLastPos;
MWMechanics::Movement mMovement;
MWWorld::Ptr mTarget;
int mTargetActorId;
const MWWorld::CellStore* mCell;
ObstacleCheck mObstacleCheck;
@ -63,7 +63,7 @@ namespace MWMechanics
MWWorld::CellRefList<ESM::Door>::List::iterator mDoorIter;
MWWorld::CellRefList<ESM::Door>& mDoors;
void buildNewPath(const MWWorld::Ptr& actor);
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
};
}

@ -8,6 +8,8 @@
#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
@ -19,8 +21,8 @@
namespace MWMechanics
{
AiEscort::AiEscort(const std::string &actorId, int duration, float x, float y, float z)
: mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration)
AiEscort::AiEscort(const MWWorld::Ptr& actor, int duration, float x, float y, float z)
: mActorId(actor.getClass().getCreatureStats(actor).getActorId()), mX(x), mY(y), mZ(z), mDuration(duration)
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
@ -38,8 +40,8 @@ namespace MWMechanics
}
}
AiEscort::AiEscort(const std::string &actorId, const std::string &cellId,int duration, float x, float y, float z)
: mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
AiEscort::AiEscort(const MWWorld::Ptr& actor, const std::string &cellId,int duration, float x, float y, float z)
: mActorId(actor.getClass().getCreatureStats(actor).getActorId()), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
@ -75,7 +77,14 @@ namespace MWMechanics
return true;
}
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId);
if (follower.isEmpty())
{
// The follower disappeared
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
const float* const leaderPos = actor.getRefData().getPosition().pos;
const float* const followerPos = follower.getRefData().getPosition().pos;
double differenceBetween[3];
@ -89,7 +98,7 @@ namespace MWMechanics
if(distanceBetweenResult <= mMaxDist * mMaxDist)
{
if(pathTo(actor,ESM::Pathgrid::Point(mX,mY,mZ),duration)) //Returns true on path complete
if(pathTo(actor,ESM::Pathgrid::Point(mX,mY,mZ),duration)) //Returns true on path complete
return true;
mMaxDist = 470;
}

@ -15,11 +15,11 @@ namespace MWMechanics
/// Implementation of AiEscort
/** The Actor will escort the specified actor to the world position x, y, z until they reach their position, or they run out of time
\implement AiEscort **/
AiEscort(const std::string &actorId,int duration, float x, float y, float z);
AiEscort(const MWWorld::Ptr& actor,int duration, float x, float y, float z);
/// Implementation of AiEscortCell
/** The Actor will escort the specified actor to the cell position x, y, z until they reach their position, or they run out of time
\implement AiEscortCell **/
AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z);
AiEscort(const MWWorld::Ptr& actor,const std::string &cellId,int duration, float x, float y, float z);
virtual AiEscort *clone() const;
@ -28,7 +28,7 @@ namespace MWMechanics
virtual int getTypeId() const;
private:
std::string mActorId;
int mActorId;
std::string mCellId;
float mX;
float mY;

@ -11,23 +11,26 @@
#include "steering.hpp"
MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), AiPackage()
MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mCellId(""), AiPackage()
{
mActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), AiPackage()
MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor,const std::string &cellId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mCellId(cellId), AiPackage()
{
mActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
MWMechanics::AiFollow::AiFollow(const std::string &actorId)
: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), AiPackage()
MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor)
: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mCellId(""), AiPackage()
{
mActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
if(target == MWWorld::Ptr()) return true; //Target doesn't exist
@ -75,7 +78,8 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
std::string MWMechanics::AiFollow::getFollowedActor()
{
return mActorId;
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
return target.getCellRef().mRefID;
}
MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const

@ -10,16 +10,16 @@ namespace MWMechanics
{
/// \brief AiPackage for an actor to follow another actor/the PC
/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely
**/
class AiFollow : public AiPackage
{
**/
class AiFollow : public AiPackage
{
public:
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
AiFollow(const MWWorld::Ptr& actor,float duration, float X, float Y, float Z);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
AiFollow(const MWWorld::Ptr& actor,const std::string &CellId,float duration, float X, float Y, float Z);
/// Follow Actor indefinitively
AiFollow(const std::string &ActorId);
AiFollow(const MWWorld::Ptr& actor);
virtual AiFollow *clone() const;
@ -38,8 +38,8 @@ namespace MWMechanics
float mX;
float mY;
float mZ;
std::string mActorId;
std::string mCellId;
};
}
#endif
int mActorId; // The actor we should follow
std::string mCellId;
};
}
#endif

@ -7,12 +7,14 @@
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "creaturestats.hpp"
MWMechanics::AiPursue::AiPursue(const std::string &objectId)
: mObjectId(objectId)
MWMechanics::AiPursue::AiPursue(const MWWorld::Ptr& actor)
: mActorId(actor.getClass().getCreatureStats(actor).getActorId())
{
}
MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
@ -23,7 +25,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
{
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
if(target == MWWorld::Ptr())
return true; //Target doesn't exist
@ -33,8 +35,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); //Arrest player
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
return true;
}
else {

@ -16,14 +16,14 @@ namespace MWMechanics
{
public:
///Constructor
/** \param objectId Actor to pursue **/
AiPursue(const std::string &objectId);
/** \param actor Actor to pursue **/
AiPursue(const MWWorld::Ptr& actor);
virtual AiPursue *clone() const;
virtual bool execute (const MWWorld::Ptr& actor,float duration);
virtual int getTypeId() const;
private:
std::string mObjectId;
int mActorId; // The actor to pursue
int mCellX;
int mCellY;
};

@ -175,7 +175,8 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
else if (it->mType == ESM::AI_Escort)
{
ESM::AITarget data = it->mTarget;
package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
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)
{
@ -190,7 +191,8 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
else //if (it->mType == ESM::AI_Follow)
{
ESM::AITarget data = it->mTarget;
package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
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);
}

@ -91,6 +91,7 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
Interpreter::Type_Float duration = runtime[0].mFloat;
runtime.pop();
@ -107,7 +108,7 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiEscort escortPackage(actorID, duration, x, y, z);
MWMechanics::AiEscort escortPackage(actor, duration, x, y, z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
@ -126,6 +127,7 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
std::string cellID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
@ -145,7 +147,7 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiEscort escortPackage(actorID, cellID, duration, x, y, z);
MWMechanics::AiEscort escortPackage(actor, cellID, duration, x, y, z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
@ -281,6 +283,7 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
Interpreter::Type_Float duration = runtime[0].mFloat;
runtime.pop();
@ -297,7 +300,7 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiFollow followPackage(actorID, duration, x, y ,z);
MWMechanics::AiFollow followPackage(actor, duration, x, y ,z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
@ -316,6 +319,7 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
std::string cellID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
@ -335,8 +339,8 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiFollow followPackage(actorID, cellID, duration, x, y ,z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
MWMechanics::AiFollow followPackage(actor, cellID, duration, x, y ,z);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
<< std::endl;
}

Loading…
Cancel
Save