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https://github.com/TES3MP/openmw-tes3mp.git
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Backing off closed doors working, needs cleanup and tweaking.
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parent
7eb6a2e52d
commit
479a94b35d
5 changed files with 231 additions and 10 deletions
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@ -35,6 +35,9 @@ namespace
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namespace MWMechanics
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{
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static const float DOOR_CHECK_INTERVAL = 1.5f;
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// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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mTarget(actor),
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mTimerAttack(0),
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@ -44,12 +47,104 @@ namespace MWMechanics
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mReadyToAttack(false),
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mStrike(false),
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mCombatMove(false),
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mBackOffDoor(false),
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mRotate(false),
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mMovement(),
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mDoorIter(actor.getCell()->get<ESM::Door>().mList.end()),
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mDoors(actor.getCell()->get<ESM::Door>().mList),
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mDoorCheckDuration(0),
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mTargetAngle(0)
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{
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}
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/*
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* The 'pursuit' part of AiCombat now has some memory to allow backtracking.
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* The intention is to allow actors to detect being 'stuck' somewhere, whether
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* in a river or facing a door, to go back to a known 'good' position.
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*
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* Each actor goes through these states of movement once alerted and an AiCombat
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* package is queued (FIXME: below is a DRAFT proposal only):
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*
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* - Maybe remember the starting position so that the actor can return if
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* lose sight of the target? Last Known Target Location Tracking - keep track
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* of target positions every sec, paired with actor's location at the time
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*
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* - Get to the target if far away (need path finding), how close depends on
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* the current best (selected?) weapon. As the actor moves, some breadcrumb
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* is left (e.g. every second store a position in a FIFO) so that the actor
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* can back track if necessary.
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*
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* - If the actor gets stuck (need a way of detecting this) then decide what
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* to do next. For example, if next to a door then maybe back track one or
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* two positions and check LOS of the target every x frames (reaction time?).
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* Or maybe back track then look for a new path.
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*
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* - Once in weapon range, may need a strategy to get to the target for a
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* strike (maybe there are others nearby attacking the same target).
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*
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*
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* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
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* attack states such as CombatMove, Strike and ReadyToAttack:
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*
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* +-----(within strike range)----->attack--(beyond strike range)-->follow
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* | | ^ | |
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* | | | | |
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* pursue<----(beyond follow range)-----+ +----(within strike range)---+ |
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* ^ |
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* | |
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* +--------------------------(beyond follow range)--------------------+
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*
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*
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* Below diagram is high level only, FIXME: code detail may be different:
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*
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* +-----------(same)-------------->attack---------(same)---------->follow
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* | |^^ | |
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* | ||| | |
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* | +--(same)-----------------+|+----------(same)------------+ |
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* | | | in range |
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* | | too far | |
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* | | +---------------got hit or LOS<---+ |
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* | <----+ | | |
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* pursue<---------+ door | |
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* ^^ <--> maybe stuck, check --------------> back up and wait |
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* || | ^ | | ^ | |
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* || | | | stuck | | | waited |
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* || +---+ | +---+ | too long |
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* || backtrack | | |
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* |+----------------------+ go back? <-----------+ |
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* | |
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* +----------------------------(same)---------------------------------+
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*
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* FIXME:
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*
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* The new scheme is way too complicated, should really be implemented as a
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* proper state machine.
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*
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* TODO:
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*
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* Use the Observer Pattern to co-ordinate attacks, provide intelligence on
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* whether the target was hit, etc.
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*
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* TODO:
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*
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* Auto-generate large cubes or squares as a poor-man's navmesh? Many
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* external cells do not have any pathgrids, and certainly none for flying
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* or swimming.
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*
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*
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* Called from: (check Doxygen as this comment could be out of date)
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*
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* OMW::Engine::go() |
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* Ogre::Root::renderOneFrame() |
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* Ogre::Root::... | ... detail omitted
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* Ogre::Root::fireFrameRenderingQueued() |
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* OMW::Engine::frameRenderingQueued() | virtual Ogre::FrameListener
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* MWMechanics::MechanicsManager::update() |
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* MWMechanics::Actors::update() |
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* MWMechanics::Actors::updateActor() |
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* MWMechanics::AiSequence::execute() | from priority queue mPackages
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* MWMechanics::AiCombat::execute() | virtual MWMechanics::AiPackage
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*/
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
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//General description
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@ -168,6 +263,43 @@ namespace MWMechanics
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ESM::Position pos = actor.getRefData().getPosition();
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/*
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* Some notes on meanings of variables:
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*
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* rangeMelee:
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*
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* - Distance where attack using the actor's weapon is possible
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* - longer for ranged weapons (obviously?) vs. melee weapons
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* - Once within this distance mFollowTarget is triggered
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* (TODO: check whether the follow logic still works for ranged
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* weapons, since rangeCloseup is set to zero)
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* - TODO: The variable name is confusing. It was ok when AiCombat only
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* had melee weapons but now that ranged weapons are supported that is
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* no longer the case. It should really be renamed to something
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* like rangeStrike - alternatively, keep this name for melee
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* weapons and use a different variable for tracking ranged weapon
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* distance (rangeRanged maybe?)
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*
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* rangeCloseup:
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*
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* - Applies to melee weapons or hand to hand only (or creatures without
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* weapons)
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* - Distance a little further away from the actor's weapon strike
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* i.e. rangeCloseup > rangeMelee for melee weapons
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* (the variable names make this simple concept counter-intuitive,
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* something like rangeMelee > rangeStrike may be better)
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* - Once the target gets beyond this distance mFollowTarget is cleared
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* and a path to the target needs to be found
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* - TODO: Possibly rename this variable to rangeMelee or even rangeFollow
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*
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* mFollowTarget:
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*
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* - Once triggered, the actor follows the target with LOS shortcut
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* (the shortcut really only applies to cells where pathgrids are
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* available, since the default path without pathgrids is direct to
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* target even if LOS is not achieved)
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*
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*/
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float rangeMelee;
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float rangeCloseUp;
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bool distantCombat = false;
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@ -189,6 +321,7 @@ namespace MWMechanics
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Ogre::Vector3 vDir = vDest - vStart;
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float distBetween = vDir.length();
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// (within strike dist) || (not quite strike dist while following)
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if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) )
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{
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//Melee and Close-up combat
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@ -198,12 +331,13 @@ namespace MWMechanics
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mRotate = true;
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//bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
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// (not quite strike dist while following)
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if (mFollowTarget && distBetween > rangeMelee)
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{
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//Close-up combat: just run up on target
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mMovement.mPosition[1] = 1;
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}
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else
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else // (within strike dist)
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{
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//Melee: stop running and attack
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mMovement.mPosition[1] = 0;
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@ -240,7 +374,7 @@ namespace MWMechanics
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}
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else
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{
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//target is at far distance: build path to target OR follow target (if previously actor had reached it once)
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//target is at far distance: build path to target
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mFollowTarget = false;
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buildNewPath(actor); //may fail to build a path, check before use
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@ -261,6 +395,55 @@ namespace MWMechanics
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mMovement.mPosition[1] = 1;
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mReadyToAttack = false;
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// remember that this section gets updated every tReaction, which is
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// currently hard coded at 250ms or 1/4 second
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if(mObstacleCheck.check(actor, tReaction)) // true if evasive action needed
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{
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std::cout<<"found obstacle"<<std::endl;
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// first check if we're walking into a door
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bool foundClosedDoor = false;
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MWWorld::CellStore *cell = actor.getCell();
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if(!cell->getCell()->isExterior())
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{
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// Check all the doors in this cell
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mDoors = cell->get<ESM::Door>().mList; // update list member
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mDoorIter = mDoors.begin();
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Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
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for (; mDoorIter != mDoors.end(); ++mDoorIter)
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{
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MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
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if(actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED &&
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ref.mData.getLocalRotation().rot[2] == 0)
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{
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std::cout<<"closed door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
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foundClosedDoor = true;
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break;
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}
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}
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}
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if(foundClosedDoor)
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{
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mBackOffDoor = true;
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mObstacleCheck.clear();
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if(mFollowTarget) // FIXME: probably not needed
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{
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std::cout<<"follow door"<<std::endl;
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mFollowTarget = false;
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}
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}
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else // probably walking into another NPC
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{
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
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// change the angle a bit, too
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if(mPathFinder.isPathConstructed())
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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}
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}
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}
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if(distBetween > rangeMelee)
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@ -293,6 +476,28 @@ namespace MWMechanics
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}
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}
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MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
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Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
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if(mBackOffDoor &&
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actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < 1.5*1.5*MIN_DIST_TO_DOOR_SQUARED)
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{
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mMovement.mPosition[1] = -0.2; // back off, but slowly
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if(mDoorIter != mDoors.end() && ref.mData.getLocalRotation().rot[2] >= 1) // open
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{
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mDoorIter = mDoors.end();
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mBackOffDoor = false;
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std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
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}
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}
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else
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{
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if(mReadyToAttack && !mBackOffDoor)
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{
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std::cout<<"ready to attack, move forward"<<std::endl;
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mMovement.mPosition[1] = 1; // FIXME: oscillates?
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}
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}
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actor.getClass().getMovementSettings(actor) = mMovement;
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return false;
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#include "pathfinding.hpp"
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#include "movement.hpp"
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#include "obstacle.hpp"
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#include "../mwworld/cellstore.hpp" // for Doors
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#include "../mwbase/world.hpp"
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@ -40,14 +43,21 @@ namespace MWMechanics
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// used every frame when mRotate is true
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float mTargetAngle;
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// AiCombat states
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bool mReadyToAttack, mStrike;
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bool mFollowTarget;
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bool mCombatMove;
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bool mBackOffDoor;
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bool mRotate;
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MWMechanics::Movement mMovement;
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MWWorld::Ptr mTarget;
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ObstacleCheck mObstacleCheck;
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float mDoorCheckDuration;
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MWWorld::CellRefList<ESM::Door>::List::iterator mDoorIter;
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MWWorld::CellRefList<ESM::Door>::List& mDoors;
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void buildNewPath(const MWWorld::Ptr& actor);
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};
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}
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@ -83,8 +83,7 @@ namespace MWMechanics
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*
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* New high level states. Not exactly as per vanilla (e.g. door stuff)
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* but the differences are required because our physics does not work like
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* vanilla and therefore have to compensate/work around. Note also many of
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* the actions now have reaction times.
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* vanilla and therefore have to compensate/work around.
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*
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* [select node, [if stuck evade
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* build path] or remove nodes if near door]
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@ -467,6 +466,10 @@ namespace MWMechanics
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const PathFinder& pathfinder)
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{
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// TODO: how to add these back in once the door opens?
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// Idea: keep a list of detected closed doors (see aicombat.cpp)
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// Every now and then check whether one of the doors is opened. (maybe
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// at the end of playing idle?) If the door is opened then re-calculate
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// allowed nodes starting from the spawn point.
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std::list<ESM::Pathgrid::Point> paths = pathfinder.getPath();
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while(paths.size() >= 2)
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{
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@ -42,9 +42,12 @@ namespace MWMechanics
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for (; it != refList.end(); ++it)
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{
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MWWorld::LiveCellRef<ESM::Door>& ref = *it;
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if(pos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr &&
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ref.mData.getLocalRotation().rot[2] == (closed ? 0 : 1))
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return true; // found, stop searching
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if(pos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
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if(closed && ref.mData.getLocalRotation().rot[2] == 0 ||
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!closed && ref.mData.getLocalRotation().rot[2] >= 1)
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{
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return true; // found, stop searching
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}
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}
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return false; // none found
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}
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@ -197,11 +197,11 @@ namespace MWMechanics
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// both of these are set to zero in the constructor
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//mSCCId = 0; // how many strongly connected components in this cell
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//mSCCIndex = 0;
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int pointsSize = mPathgrid->mPoints.size();
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int pointsSize = static_cast<int> (mPathgrid->mPoints.size());
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mSCCPoint.resize(pointsSize, std::pair<int, int> (-1, -1));
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mSCCStack.reserve(pointsSize);
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for(int v = 0; v < static_cast<int> (pointsSize); v++)
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for(int v = 0; v < pointsSize; v++)
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{
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if(mSCCPoint[v].first == -1) // undefined (haven't visited)
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recursiveStrongConnect(v);
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@ -249,7 +249,7 @@ namespace MWMechanics
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return path; // there is no path, return an empty path
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}
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int graphSize = mGraph.size();
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int graphSize = static_cast<int> (mGraph.size());
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std::vector<float> gScore (graphSize, -1);
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std::vector<float> fScore (graphSize, -1);
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std::vector<int> graphParent (graphSize, -1);
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