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Merge pull request #993 from mrcheko/pathfinding
Pathfinding unification
This commit is contained in:
commit
5190275b37
16 changed files with 438 additions and 490 deletions
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@ -23,33 +23,29 @@ namespace MWMechanics
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return new AiActivate(*this);
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}
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bool AiActivate::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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if(target == MWWorld::Ptr() ||
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!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
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if (target == MWWorld::Ptr() ||
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!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should check whether the target is currently registered
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// with the MechanicsManager
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)
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return true; //Target doesn't exist
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//Set the target desition from the actor
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//Set the target destination for the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < MWBase::Environment::get().getWorld()->getMaxActivationDistance()) { //Stop when you get in activation range
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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if (pathTo(actor, dest, duration, MWBase::Environment::get().getWorld()->getMaxActivationDistance())) //Stop when you get in activation range
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{
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// activate when reached
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
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MWBase::Environment::get().getWorld()->activate(target, actor);
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return true;
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}
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else {
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pathTo(actor, dest, duration); //Go to the destination
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}
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return false;
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}
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@ -27,46 +27,6 @@ namespace
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osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
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float duration, int weapType, float strength);
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float getZAngleToDir(const osg::Vec3f& dir)
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{
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return std::atan2(dir.x(), dir.y());
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}
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float getXAngleToDir(const osg::Vec3f& dir)
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{
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return -std::asin(dir.z() / dir.length());
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}
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const float REACTION_INTERVAL = 0.25f;
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const float PATHFIND_Z_REACH = 50.0f;
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// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
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const float PATHFIND_CAUTION_DIST = 500.0f;
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// distance after which actor (failed previously to shortcut) will try again
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const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
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// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
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// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
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bool checkWayIsClear(const osg::Vec3f& from, const osg::Vec3f& to, float offsetXY)
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{
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if((to - from).length() >= PATHFIND_CAUTION_DIST || std::abs(from.z() - to.z()) <= PATHFIND_Z_REACH)
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{
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osg::Vec3f dir = to - from;
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dir.z() = 0;
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dir.normalize();
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float verticalOffset = 200; // instead of '200' here we want the height of the actor
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osg::Vec3f _from = from + dir*offsetXY + osg::Vec3f(0,0,1) * verticalOffset;
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// cast up-down ray and find height in world space of hit
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float h = _from.z() - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, osg::Vec3f(0,0,-1), verticalOffset + PATHFIND_Z_REACH + 1);
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if(std::abs(from.z() - h) <= PATHFIND_Z_REACH)
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return true;
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}
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return false;
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}
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}
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namespace MWMechanics
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@ -80,7 +40,7 @@ namespace MWMechanics
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float mTimerCombatMove;
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bool mReadyToAttack;
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bool mAttack;
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bool mFollowTarget;
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float mAttackRange;
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bool mCombatMove;
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osg::Vec3f mLastTargetPos;
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const MWWorld::CellStore* mCell;
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@ -89,16 +49,15 @@ namespace MWMechanics
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float mStrength;
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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osg::Vec3f mLastActorPos;
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MWMechanics::Movement mMovement;
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AiCombatStorage():
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mAttackCooldown(0),
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mTimerReact(0),
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mTimerReact(AI_REACTION_TIME),
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mTimerCombatMove(0),
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mReadyToAttack(false),
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mAttack(false),
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mFollowTarget(false),
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mAttackRange(0),
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mCombatMove(false),
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mLastTargetPos(0,0,0),
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mCell(NULL),
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@ -107,8 +66,8 @@ namespace MWMechanics
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mStrength(),
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mForceNoShortcut(false),
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mShortcutFailPos(),
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mLastActorPos(0,0,0),
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mMovement(){}
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mMovement()
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{}
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void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
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void updateCombatMove(float duration);
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@ -179,6 +138,7 @@ namespace MWMechanics
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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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bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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// get or create temporary storage
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@ -197,34 +157,38 @@ namespace MWMechanics
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|| target.getClass().getCreatureStats(target).isDead())
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return true;
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if (storage.mCurrentAction.get()) // need to wait to init action with it's attack range
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{
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//Update every frame
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bool is_target_reached = pathTo(actor, target.getRefData().getPosition().pos, duration, storage.mAttackRange);
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if (is_target_reached) storage.mReadyToAttack = true;
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}
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storage.updateCombatMove(duration);
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updateActorsMovement(actor, duration, storage.mMovement);
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if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
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storage.updateAttack(characterController);
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storage.mActionCooldown -= duration;
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float& timerReact = storage.mTimerReact;
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if(timerReact < REACTION_INTERVAL)
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if (timerReact < AI_REACTION_TIME)
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{
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timerReact += duration;
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return false;
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}
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else
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{
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timerReact = 0;
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return reactionTimeActions(actor, characterController, storage, target);
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}
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attack(actor, target, storage, characterController);
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}
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bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
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AiCombatStorage& storage, MWWorld::Ptr target)
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return false;
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}
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void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
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{
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MWMechanics::Movement& movement = storage.mMovement;
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if (isTargetMagicallyHidden(target))
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{
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storage.stopAttack();
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return false; // TODO: run away instead of doing nothing
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return; // TODO: run away instead of doing nothing
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}
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const MWWorld::CellStore*& currentCell = storage.mCell;
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@ -239,10 +203,9 @@ namespace MWMechanics
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float& actionCooldown = storage.mActionCooldown;
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if (actionCooldown > 0)
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return false;
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return;
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float rangeAttack = 0;
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float rangeFollow = 0;
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float &rangeAttack = storage.mAttackRange;
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boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
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if (characterController.readyToPrepareAttack())
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{
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@ -250,97 +213,14 @@ namespace MWMechanics
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actionCooldown = currentAction->getActionCooldown();
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}
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if (currentAction.get())
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currentAction->getCombatRange(rangeAttack, rangeFollow);
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// FIXME: consider moving this stuff to ActionWeapon::getCombatRange
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const ESM::Weapon *weapon = NULL;
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MWMechanics::WeaponType weaptype = WeapType_None;
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float weapRange = 1.0f;
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bool isRangedCombat = false;
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if (currentAction.get())
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{
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rangeAttack = currentAction->getCombatRange(isRangedCombat);
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// Get weapon characteristics
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MWBase::World* world = MWBase::Environment::get().getWorld();
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static const float fCombatDistance = world->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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if (actorClass.hasInventoryStore(actor))
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{
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//Get weapon range
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);
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if (weaptype == WeapType_HandToHand)
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{
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static float fHandToHandReach =
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world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
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weapRange = fHandToHandReach;
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weapon = currentAction->getWeapon();
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}
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else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell && weaptype != WeapType_None)
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{
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// All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
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weapon = weaponSlot->get<ESM::Weapon>()->mBase;
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weapRange = weapon->mData.mReach;
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}
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weapRange *= fCombatDistance;
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}
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else //is creature
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{
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weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand;
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weapRange = fCombatDistance;
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}
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bool distantCombat = false;
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if (weaptype != WeapType_Spell)
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{
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// TODO: move to ActionWeapon
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if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
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{
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rangeAttack = 1000;
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rangeFollow = 0; // not needed in ranged combat
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distantCombat = true;
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}
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else
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{
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rangeAttack = weapRange;
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rangeFollow = 300;
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}
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}
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else
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{
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distantCombat = (rangeAttack > 500);
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}
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bool& readyToAttack = storage.mReadyToAttack;
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// start new attack
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storage.startAttackIfReady(actor, characterController, weapon, distantCombat);
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/*
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* Some notes on meanings of variables:
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*
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* rangeAttack:
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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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* - Determined by weapon's reach parameter; hardcoded value
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* for ranged weapon and for creatures
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* - Once within this distance mFollowTarget is triggered
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*
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* rangeFollow:
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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 than the actor's weapon reach
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* i.e. rangeFollow > rangeAttack for melee weapons
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* - Hardcoded value (0 for ranged weapons)
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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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*
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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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ESM::Position pos = actor.getRefData().getPosition();
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osg::Vec3f vActorPos(pos.asVec3());
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@ -349,154 +229,51 @@ namespace MWMechanics
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osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
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float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
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osg::Vec3f& lastActorPos = storage.mLastActorPos;
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bool& followTarget = storage.mFollowTarget;
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bool isStuck = false;
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float speed = 0.0f;
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if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2)
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isStuck = true;
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lastActorPos = vActorPos;
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// check if actor can move along z-axis
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bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
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|| world->isFlying(actor);
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storage.mReadyToAttack = (distToTarget <= rangeAttack);
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// can't fight if attacker can't go where target is. E.g. A fish can't attack person on land.
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if (distToTarget >= rangeAttack
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if (distToTarget > rangeAttack
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&& !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
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{
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// TODO: start fleeing?
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storage.stopAttack();
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return false;
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return;
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}
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// for distant combat we should know if target is in LOS even if distToTarget < rangeAttack
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bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
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// (within attack dist) || (not quite attack dist while following)
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if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
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if (storage.mReadyToAttack)
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{
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mPathFinder.clearPath();
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//Melee and Close-up combat
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storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack);
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// start new attack
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storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
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// getXAngleToDir determines vertical angle to target:
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// if actor can move along z-axis it will control movement dir
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// if can't - it will control correct aiming.
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// note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
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if (distantCombat)
|
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if (isRangedCombat)
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{
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// rotate actor taking into account target movement direction and projectile speed
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osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
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vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype,
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storage.mStrength);
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vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
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lastTargetPos = vTargetPos;
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movement.mRotation[0] = getXAngleToDir(vAimDir);
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movement.mRotation[2] = getZAngleToDir(vAimDir);
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|
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
|
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storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
|
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}
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else
|
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{
|
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movement.mRotation[0] = getXAngleToDir(vAimDir);
|
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movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
|
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
|
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storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
|
||||
}
|
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}
|
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}
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|
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// (not quite attack dist while following)
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if (followTarget && distToTarget > rangeAttack)
|
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{
|
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//Close-up combat: just run up on target
|
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storage.stopCombatMove();
|
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movement.mPosition[1] = 1;
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}
|
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else // (within attack dist)
|
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{
|
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storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);
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|
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readyToAttack = true;
|
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//only once got in melee combat, actor is allowed to use close-up shortcutting
|
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followTarget = true;
|
||||
}
|
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}
|
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else // remote pathfinding
|
||||
{
|
||||
bool preferShortcut = false;
|
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if (!distantCombat) inLOS = world->getLOS(actor, target);
|
||||
|
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// check if shortcut is available
|
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bool& forceNoShortcut = storage.mForceNoShortcut;
|
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ESM::Position& shortcutFailPos = storage.mShortcutFailPos;
|
||||
|
||||
if(inLOS && (!isStuck || readyToAttack)
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&& (!forceNoShortcut || (shortcutFailPos.asVec3() - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
|
||||
{
|
||||
if(speed == 0.0f) speed = actorClass.getSpeed(actor);
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// maximum dist before pit/obstacle for actor to avoid them depending on his speed
|
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float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
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preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vAimDir.x(), vAimDir.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
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}
|
||||
|
||||
// don't use pathgrid when actor can move in 3 dimensions
|
||||
if (canMoveByZ)
|
||||
{
|
||||
preferShortcut = true;
|
||||
movement.mRotation[0] = getXAngleToDir(vAimDir);
|
||||
}
|
||||
|
||||
if(preferShortcut)
|
||||
{
|
||||
movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos));
|
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forceNoShortcut = false;
|
||||
shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
|
||||
mPathFinder.clearPath();
|
||||
}
|
||||
else // if shortcut failed stick to path grid
|
||||
{
|
||||
if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f)
|
||||
{
|
||||
forceNoShortcut = true;
|
||||
shortcutFailPos = pos;
|
||||
}
|
||||
|
||||
followTarget = false;
|
||||
|
||||
buildNewPath(actor, target);
|
||||
|
||||
// should always return a path (even if it's just go straight on target.)
|
||||
assert(mPathFinder.isPathConstructed());
|
||||
}
|
||||
|
||||
if (readyToAttack)
|
||||
{
|
||||
// to stop possible sideway moving after target moved out of attack range
|
||||
storage.stopCombatMove();
|
||||
readyToAttack = false;
|
||||
}
|
||||
movement.mPosition[1] = 1;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, MWMechanics::Movement& desiredMovement)
|
||||
void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage)
|
||||
{
|
||||
// apply combat movement
|
||||
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
|
||||
if (mPathFinder.isPathConstructed())
|
||||
{
|
||||
const ESM::Position& pos = actor.getRefData().getPosition();
|
||||
if (mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1]))
|
||||
{
|
||||
actorMovementSettings.mPosition[1] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
evadeObstacles(actor, duration, pos);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
actorMovementSettings = desiredMovement;
|
||||
rotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
|
||||
rotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
|
||||
}
|
||||
actorMovementSettings.mPosition[0] = storage.mMovement.mPosition[0];
|
||||
actorMovementSettings.mPosition[1] = storage.mMovement.mPosition[1];
|
||||
actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
|
||||
|
||||
rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement);
|
||||
rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement);
|
||||
}
|
||||
|
||||
void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
|
||||
|
@ -514,35 +291,6 @@ namespace MWMechanics
|
|||
}
|
||||
}
|
||||
|
||||
bool AiCombat::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
|
||||
{
|
||||
if (!mPathFinder.getPath().empty())
|
||||
{
|
||||
osg::Vec3f currPathTarget(PathFinder::MakeOsgVec3(mPathFinder.getPath().back()));
|
||||
osg::Vec3f newPathTarget = PathFinder::MakeOsgVec3(dest);
|
||||
float dist = (newPathTarget - currPathTarget).length();
|
||||
float targetPosThreshold = (cell->isExterior()) ? 300.0f : 100.0f;
|
||||
return dist > targetPosThreshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
// necessarily construct a new path
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
|
||||
{
|
||||
ESM::Pathgrid::Point newPathTarget = PathFinder::MakePathgridPoint(target.getRefData().getPosition());
|
||||
|
||||
//construct new path only if target has moved away more than on [targetPosThreshold]
|
||||
if (doesPathNeedRecalc(newPathTarget, actor.getCell()->getCell()))
|
||||
{
|
||||
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actor.getRefData().getPosition()));
|
||||
mPathFinder.buildSyncedPath(start, newPathTarget, actor.getCell(), false);
|
||||
}
|
||||
}
|
||||
|
||||
int AiCombat::getTypeId() const
|
||||
{
|
||||
return TypeIdCombat;
|
||||
|
@ -582,13 +330,13 @@ namespace MWMechanics
|
|||
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
|
||||
mCombatMove = true;
|
||||
}
|
||||
// only NPCs are smart enough to use dodge movements
|
||||
// dodge movements (for NPCs only)
|
||||
else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
|
||||
{
|
||||
//apply sideway movement (kind of dodging) with some probability
|
||||
if (Misc::Rng::rollClosedProbability() < 0.25)
|
||||
{
|
||||
mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
|
||||
mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
|
||||
mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
|
||||
mCombatMove = true;
|
||||
}
|
||||
|
@ -651,7 +399,7 @@ namespace MWMechanics
|
|||
mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
|
||||
}
|
||||
else
|
||||
mAttackCooldown -= REACTION_INTERVAL;
|
||||
mAttackCooldown -= AI_REACTION_TIME;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -55,19 +55,14 @@ namespace MWMechanics
|
|||
virtual bool canCancel() const { return false; }
|
||||
virtual bool shouldCancelPreviousAi() const { return false; }
|
||||
|
||||
protected:
|
||||
virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell);
|
||||
|
||||
private:
|
||||
|
||||
int mTargetActorId;
|
||||
|
||||
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
|
||||
bool reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
|
||||
AiCombatStorage& storage, MWWorld::Ptr target);
|
||||
void attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController);
|
||||
|
||||
/// Transfer desired movement (from AiCombatStorage) to Actor
|
||||
void updateActorsMovement(const MWWorld::Ptr& actor, float duration, MWMechanics::Movement& movement);
|
||||
void updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage);
|
||||
void rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
|
||||
MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement);
|
||||
};
|
||||
|
|
|
@ -40,23 +40,21 @@ int getRangeTypes (const ESM::EffectList& effects)
|
|||
return types;
|
||||
}
|
||||
|
||||
void suggestCombatRange(int rangeTypes, float& rangeAttack, float& rangeFollow)
|
||||
float suggestCombatRange(int rangeTypes)
|
||||
{
|
||||
if (rangeTypes & Touch)
|
||||
{
|
||||
rangeAttack = 100.f;
|
||||
rangeFollow = 300.f;
|
||||
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
|
||||
return fCombatDistance;
|
||||
}
|
||||
else if (rangeTypes & Target)
|
||||
{
|
||||
rangeAttack = 1000.f;
|
||||
rangeFollow = 0.f;
|
||||
return 1000.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// For Self spells, distance doesn't matter, so back away slightly to avoid enemy hits
|
||||
rangeAttack = 600.f;
|
||||
rangeFollow = 0.f;
|
||||
return 600.f;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -427,11 +425,13 @@ namespace MWMechanics
|
|||
}
|
||||
}
|
||||
|
||||
void ActionSpell::getCombatRange(float& rangeAttack, float& rangeFollow)
|
||||
float ActionSpell::getCombatRange (bool& isRanged) const
|
||||
{
|
||||
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
|
||||
int types = getRangeTypes(spell->mEffects);
|
||||
suggestCombatRange(types, rangeAttack, rangeFollow);
|
||||
|
||||
isRanged = (types & Target);
|
||||
return suggestCombatRange(types);
|
||||
}
|
||||
|
||||
void ActionEnchantedItem::prepare(const MWWorld::Ptr &actor)
|
||||
|
@ -441,18 +441,17 @@ namespace MWMechanics
|
|||
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
|
||||
}
|
||||
|
||||
void ActionEnchantedItem::getCombatRange(float& rangeAttack, float& rangeFollow)
|
||||
float ActionEnchantedItem::getCombatRange(bool& isRanged) const
|
||||
{
|
||||
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(mItem->getClass().getEnchantment(*mItem));
|
||||
int types = getRangeTypes(enchantment->mEffects);
|
||||
suggestCombatRange(types, rangeAttack, rangeFollow);
|
||||
return suggestCombatRange(types);
|
||||
}
|
||||
|
||||
void ActionPotion::getCombatRange(float& rangeAttack, float& rangeFollow)
|
||||
float ActionPotion::getCombatRange(bool& isRanged) const
|
||||
{
|
||||
// distance doesn't matter, so back away slightly to avoid enemy hits
|
||||
rangeAttack = 600.f;
|
||||
rangeFollow = 0.f;
|
||||
return 600.f;
|
||||
}
|
||||
|
||||
void ActionPotion::prepare(const MWWorld::Ptr &actor)
|
||||
|
@ -463,6 +462,8 @@ namespace MWMechanics
|
|||
|
||||
void ActionWeapon::prepare(const MWWorld::Ptr &actor)
|
||||
{
|
||||
mIsNpc = actor.getClass().isNpc();
|
||||
|
||||
if (actor.getClass().hasInventoryStore(actor))
|
||||
{
|
||||
if (mWeapon.isEmpty())
|
||||
|
@ -482,9 +483,43 @@ namespace MWMechanics
|
|||
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Weapon);
|
||||
}
|
||||
|
||||
void ActionWeapon::getCombatRange(float& rangeAttack, float& rangeFollow)
|
||||
float ActionWeapon::getCombatRange(bool& isRanged) const
|
||||
{
|
||||
// Already done in AiCombat itself
|
||||
isRanged = false;
|
||||
|
||||
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
|
||||
|
||||
if (mWeapon.isEmpty())
|
||||
{
|
||||
if (!mIsNpc)
|
||||
{
|
||||
return fCombatDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
static float fHandToHandReach =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
|
||||
|
||||
return fHandToHandReach * fCombatDistance;
|
||||
}
|
||||
}
|
||||
|
||||
const ESM::Weapon* weapon = mWeapon.get<ESM::Weapon>()->mBase;
|
||||
|
||||
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
|
||||
{
|
||||
isRanged = true;
|
||||
return 1000.f;
|
||||
}
|
||||
else
|
||||
return weapon->mData.mReach * fCombatDistance;
|
||||
}
|
||||
|
||||
const ESM::Weapon* ActionWeapon::getWeapon() const
|
||||
{
|
||||
if (mWeapon.isEmpty())
|
||||
return NULL;
|
||||
return mWeapon.get<ESM::Weapon>()->mBase;
|
||||
}
|
||||
|
||||
boost::shared_ptr<Action> prepareNextAction(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
|
||||
|
|
|
@ -16,8 +16,9 @@ namespace MWMechanics
|
|||
public:
|
||||
virtual ~Action() {}
|
||||
virtual void prepare(const MWWorld::Ptr& actor) = 0;
|
||||
virtual void getCombatRange (float& rangeAttack, float& rangeFollow) = 0;
|
||||
virtual float getCombatRange (bool& isRanged) const = 0;
|
||||
virtual float getActionCooldown() { return 0.f; }
|
||||
virtual const ESM::Weapon* getWeapon() const { return NULL; };
|
||||
};
|
||||
|
||||
class ActionSpell : public Action
|
||||
|
@ -28,7 +29,7 @@ namespace MWMechanics
|
|||
/// Sets the given spell as selected on the actor's spell list.
|
||||
virtual void prepare(const MWWorld::Ptr& actor);
|
||||
|
||||
virtual void getCombatRange (float& rangeAttack, float& rangeFollow);
|
||||
virtual float getCombatRange (bool& isRanged) const;
|
||||
};
|
||||
|
||||
class ActionEnchantedItem : public Action
|
||||
|
@ -38,7 +39,7 @@ namespace MWMechanics
|
|||
MWWorld::ContainerStoreIterator mItem;
|
||||
/// Sets the given item as selected enchanted item in the actor's InventoryStore.
|
||||
virtual void prepare(const MWWorld::Ptr& actor);
|
||||
virtual void getCombatRange (float& rangeAttack, float& rangeFollow);
|
||||
virtual float getCombatRange (bool& isRanged) const;
|
||||
|
||||
/// Since this action has no animation, apply a small cool down for using it
|
||||
virtual float getActionCooldown() { return 1.f; }
|
||||
|
@ -51,7 +52,7 @@ namespace MWMechanics
|
|||
MWWorld::Ptr mPotion;
|
||||
/// Drinks the given potion.
|
||||
virtual void prepare(const MWWorld::Ptr& actor);
|
||||
virtual void getCombatRange (float& rangeAttack, float& rangeFollow);
|
||||
virtual float getCombatRange (bool& isRanged) const;
|
||||
|
||||
/// Since this action has no animation, apply a small cool down for using it
|
||||
virtual float getActionCooldown() { return 1.f; }
|
||||
|
@ -62,6 +63,7 @@ namespace MWMechanics
|
|||
private:
|
||||
MWWorld::Ptr mAmmunition;
|
||||
MWWorld::Ptr mWeapon;
|
||||
bool mIsNpc;
|
||||
|
||||
public:
|
||||
/// \a weapon may be empty for hand-to-hand combat
|
||||
|
@ -69,7 +71,8 @@ namespace MWMechanics
|
|||
: mAmmunition(ammo), mWeapon(weapon) {}
|
||||
/// Equips the given weapon.
|
||||
virtual void prepare(const MWWorld::Ptr& actor);
|
||||
virtual void getCombatRange (float& rangeAttack, float& rangeFollow);
|
||||
virtual float getCombatRange (bool& isRanged) const;
|
||||
virtual const ESM::Weapon* getWeapon() const;
|
||||
};
|
||||
|
||||
float rateSpell (const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
|
||||
|
|
|
@ -137,35 +137,24 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
|
|||
//Set the target destination from the actor
|
||||
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
|
||||
|
||||
if (!storage.mMoving)
|
||||
{
|
||||
const float threshold = 10; // to avoid constant switching between moving/stopping
|
||||
followDistance += threshold;
|
||||
}
|
||||
|
||||
storage.mMoving = !pathTo(actor, dest, duration, followDistance); // Go to the destination
|
||||
|
||||
if (storage.mMoving)
|
||||
{
|
||||
//Check if you're far away
|
||||
float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]);
|
||||
|
||||
if (storage.mMoving) //Stop when you get close
|
||||
storage.mMoving = (dist > followDistance);
|
||||
else
|
||||
{
|
||||
const float threshold = 10;
|
||||
storage.mMoving = (dist > followDistance + threshold);
|
||||
}
|
||||
|
||||
if(!storage.mMoving)
|
||||
{
|
||||
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
|
||||
|
||||
// turn towards target anyway
|
||||
float directionX = target.getRefData().getPosition().pos[0] - actor.getRefData().getPosition().pos[0];
|
||||
float directionY = target.getRefData().getPosition().pos[1] - actor.getRefData().getPosition().pos[1];
|
||||
zTurn(actor, std::atan2(directionX,directionY), osg::DegreesToRadians(5.f));
|
||||
}
|
||||
else
|
||||
{
|
||||
pathTo(actor, dest, duration); //Go to the destination
|
||||
}
|
||||
|
||||
//Check if you're far away
|
||||
if(dist > 450)
|
||||
if (dist > 450)
|
||||
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
|
||||
else if(dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
|
||||
else if (dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
|
||||
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -21,6 +21,13 @@
|
|||
|
||||
MWMechanics::AiPackage::~AiPackage() {}
|
||||
|
||||
MWMechanics::AiPackage::AiPackage() :
|
||||
mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild
|
||||
mIsShortcutting(false),
|
||||
mShortcutProhibited(false), mShortcutFailPos()
|
||||
{
|
||||
}
|
||||
|
||||
MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
|
||||
{
|
||||
return MWWorld::Ptr();
|
||||
|
@ -51,14 +58,20 @@ bool MWMechanics::AiPackage::getRepeat() const
|
|||
return false;
|
||||
}
|
||||
|
||||
MWMechanics::AiPackage::AiPackage() : mTimer(0.26f) { //mTimer starts at .26 to force initial pathbuild
|
||||
void MWMechanics::AiPackage::reset()
|
||||
{
|
||||
// reset all members
|
||||
mTimer = AI_REACTION_TIME + 1.0f;
|
||||
mIsShortcutting = false;
|
||||
mShortcutProhibited = false;
|
||||
mShortcutFailPos = ESM::Pathgrid::Point();
|
||||
|
||||
mPathFinder.clearPath();
|
||||
mObstacleCheck.clear();
|
||||
}
|
||||
|
||||
|
||||
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration)
|
||||
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance)
|
||||
{
|
||||
//Update various Timers
|
||||
mTimer += duration; //Update timer
|
||||
|
||||
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
|
||||
|
@ -73,42 +86,72 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
|
|||
return false;
|
||||
}
|
||||
|
||||
//***********************
|
||||
/// 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)
|
||||
// handle path building and shortcutting
|
||||
ESM::Pathgrid::Point start = pos.pos;
|
||||
|
||||
float distToTarget = distance(start, dest);
|
||||
bool isDestReached = (distToTarget <= destTolerance);
|
||||
|
||||
if (!isDestReached && mTimer > AI_REACTION_TIME)
|
||||
{
|
||||
const ESM::Cell *cell = actor.getCell()->getCell();
|
||||
if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved
|
||||
mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
|
||||
mPrevDest = dest;
|
||||
bool wasShortcutting = mIsShortcutting;
|
||||
bool destInLOS = false;
|
||||
if (getTypeId() != TypeIdWander) // prohibit shortcuts for AiWander
|
||||
mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS); // try to shortcut first
|
||||
|
||||
if (!mIsShortcutting)
|
||||
{
|
||||
if (wasShortcutting || doesPathNeedRecalc(dest)) // if need to rebuild path
|
||||
{
|
||||
mPathFinder.buildSyncedPath(start, dest, actor.getCell());
|
||||
|
||||
// give priority to go directly on target if there is minimal opportunity
|
||||
if (destInLOS && mPathFinder.getPath().size() > 1)
|
||||
{
|
||||
// get point just before dest
|
||||
std::list<ESM::Pathgrid::Point>::const_iterator pPointBeforeDest = mPathFinder.getPath().end();
|
||||
--pPointBeforeDest;
|
||||
--pPointBeforeDest;
|
||||
|
||||
// if start point is closer to the target then last point of path (excluding target itself) then go straight on the target
|
||||
if (distance(start, dest) <= distance(dest, *pPointBeforeDest))
|
||||
{
|
||||
mPathFinder.clearPath();
|
||||
mPathFinder.addPointToPath(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!mPathFinder.getPath().empty()) //Path has points in it
|
||||
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?
|
||||
if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1])) // if path is finished
|
||||
{
|
||||
// Reset mTimer so that path will be built right away when a package is repeated
|
||||
mTimer = 0.26f;
|
||||
// turn to destination point
|
||||
zTurn(actor, getZAngleToPoint(start, dest));
|
||||
smoothTurn(actor, getXAngleToPoint(start, dest), 0);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // run to target
|
||||
// handle obstacles on the way
|
||||
evadeObstacles(actor, duration, pos);
|
||||
}
|
||||
|
||||
// turn to next path point by X,Z axes
|
||||
zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
|
||||
smoothTurn(actor, mPathFinder.getXAngleToNext(pos.pos[0], pos.pos[1], pos.pos[2]), 0);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -117,30 +160,106 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur
|
|||
zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
|
||||
|
||||
MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
|
||||
if (mObstacleCheck.check(actor, duration))
|
||||
|
||||
// check if stuck due to obstacles
|
||||
if (!mObstacleCheck.check(actor, duration)) return;
|
||||
|
||||
// first check if obstacle is a door
|
||||
MWWorld::Ptr door = getNearbyDoor(actor); // NOTE: checks interior cells only
|
||||
if (door != MWWorld::Ptr())
|
||||
{
|
||||
// first check if we're walking into a door
|
||||
MWWorld::Ptr door = getNearbyDoor(actor);
|
||||
if (door != MWWorld::Ptr()) // NOTE: checks interior cells only
|
||||
// note: AiWander currently does not open doors
|
||||
if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty()
|
||||
&& door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0)
|
||||
{
|
||||
if (!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty()
|
||||
&& door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) {
|
||||
MWBase::Environment::get().getWorld()->activateDoor(door, 1);
|
||||
}
|
||||
}
|
||||
else // probably walking into another NPC
|
||||
else // any other obstacle (NPC, crate, etc.)
|
||||
{
|
||||
mObstacleCheck.takeEvasiveAction(movement);
|
||||
}
|
||||
}
|
||||
else { //Not stuck, so reset things
|
||||
movement.mPosition[1] = 1; //Just run forward
|
||||
}
|
||||
}
|
||||
|
||||
bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
|
||||
bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS)
|
||||
{
|
||||
return mPathFinder.getPath().empty() || (distance(mPrevDest, dest) > 10);
|
||||
const MWWorld::Class& actorClass = actor.getClass();
|
||||
MWBase::World* world = MWBase::Environment::get().getWorld();
|
||||
|
||||
// check if actor can move along z-axis
|
||||
bool actorCanMoveByZ = (actorClass.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
|
||||
|| world->isFlying(actor);
|
||||
|
||||
// don't use pathgrid when actor can move in 3 dimensions
|
||||
bool isPathClear = actorCanMoveByZ;
|
||||
|
||||
if (!isPathClear
|
||||
&& (!mShortcutProhibited || (PathFinder::MakeOsgVec3(mShortcutFailPos) - PathFinder::MakeOsgVec3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
|
||||
{
|
||||
// check if target is clearly visible
|
||||
isPathClear = !MWBase::Environment::get().getWorld()->castRay(
|
||||
static_cast<float>(startPoint.mX), static_cast<float>(startPoint.mY), static_cast<float>(startPoint.mZ),
|
||||
static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), static_cast<float>(endPoint.mZ));
|
||||
|
||||
if (destInLOS != NULL) *destInLOS = isPathClear;
|
||||
|
||||
if (!isPathClear)
|
||||
return false;
|
||||
|
||||
// check if an actor can move along the shortcut path
|
||||
isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor);
|
||||
}
|
||||
|
||||
if (isPathClear) // can shortcut the path
|
||||
{
|
||||
mPathFinder.clearPath();
|
||||
mPathFinder.addPointToPath(endPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MWMechanics::AiPackage::checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor)
|
||||
{
|
||||
bool actorCanMoveByZ = (actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
|
||||
|| MWBase::Environment::get().getWorld()->isFlying(actor);
|
||||
|
||||
if (actorCanMoveByZ)
|
||||
return true;
|
||||
|
||||
float actorSpeed = actor.getClass().getSpeed(actor);
|
||||
float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
|
||||
osg::Vec3f::value_type distToTarget = osg::Vec3f(static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), 0).length();
|
||||
|
||||
float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2;
|
||||
|
||||
bool isClear = checkWayIsClear(PathFinder::MakeOsgVec3(startPoint), PathFinder::MakeOsgVec3(endPoint), offsetXY);
|
||||
|
||||
// update shortcut prohibit state
|
||||
if (isClear)
|
||||
{
|
||||
if (mShortcutProhibited)
|
||||
{
|
||||
mShortcutProhibited = false;
|
||||
mShortcutFailPos = ESM::Pathgrid::Point();
|
||||
}
|
||||
}
|
||||
if (!isClear)
|
||||
{
|
||||
if (mShortcutFailPos.mX == 0 && mShortcutFailPos.mY == 0 && mShortcutFailPos.mZ == 0)
|
||||
{
|
||||
mShortcutProhibited = true;
|
||||
mShortcutFailPos = startPoint;
|
||||
}
|
||||
}
|
||||
|
||||
return isClear;
|
||||
}
|
||||
|
||||
bool MWMechanics::AiPackage::doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest)
|
||||
{
|
||||
return mPathFinder.getPath().empty() || (distance(mPathFinder.getPath().back(), newDest) > 10);
|
||||
}
|
||||
|
||||
bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
|
||||
|
|
|
@ -24,6 +24,7 @@ namespace ESM
|
|||
|
||||
namespace MWMechanics
|
||||
{
|
||||
const float AI_REACTION_TIME = 0.25f;
|
||||
|
||||
class CharacterController;
|
||||
|
||||
|
@ -91,14 +92,26 @@ namespace MWMechanics
|
|||
/// Return true if this package should repeat. Currently only used for Wander packages.
|
||||
virtual bool getRepeat() const;
|
||||
|
||||
/// Reset pathfinding state
|
||||
void reset();
|
||||
|
||||
bool isTargetMagicallyHidden(const MWWorld::Ptr& target);
|
||||
|
||||
protected:
|
||||
/// Causes the actor to attempt to walk to the specified location
|
||||
/// Handles path building and shortcutting with obstacles avoiding
|
||||
/** \return If the actor has arrived at his destination **/
|
||||
bool pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration);
|
||||
bool pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance = 0.0f);
|
||||
|
||||
virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell);
|
||||
/// Check if there aren't any obstacles along the path to make shortcut possible
|
||||
/// If a shortcut is possible then path will be cleared and filled with the destination point.
|
||||
/// \param destInLOS If not NULL function will return ray cast check result
|
||||
/// \return If can shortcut the path
|
||||
bool shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS);
|
||||
|
||||
/// Check if the way to the destination is clear, taking into account actor speed
|
||||
bool checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor);
|
||||
|
||||
virtual bool doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest);
|
||||
|
||||
void evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos);
|
||||
|
||||
|
@ -108,11 +121,14 @@ namespace MWMechanics
|
|||
|
||||
float mTimer;
|
||||
|
||||
ESM::Pathgrid::Point mPrevDest;
|
||||
osg::Vec3f mLastActorPos;
|
||||
|
||||
bool mIsShortcutting; // if shortcutting at the moment
|
||||
bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt
|
||||
ESM::Pathgrid::Point mShortcutFailPos; // position of last shortcut fail
|
||||
|
||||
private:
|
||||
bool isNearInactiveCell(const ESM::Position& actorPos);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -33,7 +33,6 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
|
|||
if(actor.getClass().getCreatureStats(actor).isDead())
|
||||
return true;
|
||||
|
||||
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
|
||||
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); //The target to follow
|
||||
|
||||
if(target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
|
||||
|
@ -52,14 +51,10 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
|
|||
//Set the target desition from the actor
|
||||
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
|
||||
|
||||
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;
|
||||
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
|
||||
if (pathTo(actor, dest, duration, 100)) {
|
||||
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
pathTo(actor, dest, duration); //Go to the destination
|
||||
}
|
||||
|
||||
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
|
||||
|
||||
|
|
|
@ -234,6 +234,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
|
|||
// Put repeating noncombat AI packages on the end of the stack so they can be used again
|
||||
if (isActualAiPackage(packageTypeId) && (mRepeat || package->getRepeat()))
|
||||
{
|
||||
package->reset();
|
||||
mPackages.push_back(package->clone());
|
||||
}
|
||||
// To account for the rare case where AiPackage::execute() queued another AI package
|
||||
|
|
|
@ -29,7 +29,6 @@ namespace MWMechanics
|
|||
{
|
||||
static const int COUNT_BEFORE_RESET = 10;
|
||||
static const float DOOR_CHECK_INTERVAL = 1.5f;
|
||||
static const float REACTION_INTERVAL = 0.25f;
|
||||
static const int GREETING_SHOULD_START = 4; //how many reaction intervals should pass before NPC can greet player
|
||||
static const int GREETING_SHOULD_END = 10;
|
||||
|
||||
|
@ -74,8 +73,6 @@ namespace MWMechanics
|
|||
unsigned short mIdleAnimation;
|
||||
std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
|
||||
|
||||
PathFinder mPathFinder;
|
||||
|
||||
// do we need to calculate allowed nodes based on mDistance
|
||||
bool mPopulateAvailableNodes;
|
||||
|
||||
|
@ -86,8 +83,6 @@ namespace MWMechanics
|
|||
ESM::Pathgrid::Point mCurrentNode;
|
||||
bool mTrimCurrentNode;
|
||||
|
||||
ObstacleCheck mObstacleCheck;
|
||||
|
||||
float mDoorCheckDuration;
|
||||
int mStuckCount;
|
||||
|
||||
|
@ -118,7 +113,7 @@ namespace MWMechanics
|
|||
|
||||
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
|
||||
mDistance(distance), mDuration(duration), mRemainingDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle),
|
||||
mRepeat(repeat), mStoredInitialActorPosition(false)
|
||||
mRepeat(repeat), mStoredInitialActorPosition(false), mIsWanderDestReady(false)
|
||||
{
|
||||
mIdle.resize(8, 0);
|
||||
init();
|
||||
|
@ -223,7 +218,7 @@ namespace MWMechanics
|
|||
|
||||
float& lastReaction = storage.mReaction;
|
||||
lastReaction += duration;
|
||||
if (REACTION_INTERVAL <= lastReaction)
|
||||
if (AI_REACTION_TIME <= lastReaction)
|
||||
{
|
||||
lastReaction = 0;
|
||||
return reactionTimeActions(actor, storage, currentCell, cellChange, pos, duration);
|
||||
|
@ -273,7 +268,7 @@ namespace MWMechanics
|
|||
}
|
||||
|
||||
// If Wandering manually and hit an obstacle, stop
|
||||
if (storage.mIsWanderingManually && storage.mObstacleCheck.check(actor, duration, 2.0f)) {
|
||||
if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration, 2.0f)) {
|
||||
completeManualWalking(actor, storage);
|
||||
}
|
||||
|
||||
|
@ -300,14 +295,14 @@ namespace MWMechanics
|
|||
if ((wanderState == Wander_MoveNow) && storage.mCanWanderAlongPathGrid)
|
||||
{
|
||||
// Construct a new path if there isn't one
|
||||
if(!storage.mPathFinder.isPathConstructed())
|
||||
if(!mPathFinder.isPathConstructed())
|
||||
{
|
||||
if (!storage.mAllowedNodes.empty())
|
||||
{
|
||||
setPathToAnAllowedNode(actor, storage, pos);
|
||||
}
|
||||
}
|
||||
} else if (storage.mIsWanderingManually && storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE)) {
|
||||
} else if (storage.mIsWanderingManually && mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE)) {
|
||||
completeManualWalking(actor, storage);
|
||||
}
|
||||
|
||||
|
@ -337,7 +332,7 @@ namespace MWMechanics
|
|||
|
||||
void AiWander::returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)
|
||||
{
|
||||
if (!storage.mPathFinder.isPathConstructed())
|
||||
if (!mPathFinder.isPathConstructed())
|
||||
{
|
||||
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
|
||||
|
||||
|
@ -345,10 +340,11 @@ namespace MWMechanics
|
|||
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
|
||||
|
||||
// don't take shortcuts for wandering
|
||||
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
|
||||
mPathFinder.buildSyncedPath(start, dest, actor.getCell());
|
||||
|
||||
if (storage.mPathFinder.isPathConstructed())
|
||||
if (mPathFinder.isPathConstructed())
|
||||
{
|
||||
mIsWanderDestReady = true;
|
||||
storage.setState(Wander_Walking);
|
||||
}
|
||||
}
|
||||
|
@ -379,9 +375,14 @@ namespace MWMechanics
|
|||
// Check if land creature will walk onto water or if water creature will swim onto land
|
||||
if ((!isWaterCreature && !destinationIsAtWater(actor, destination)) ||
|
||||
(isWaterCreature && !destinationThroughGround(currentPositionVec3f, destination))) {
|
||||
storage.mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(), true);
|
||||
storage.mPathFinder.addPointToPath(destinationPosition);
|
||||
mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell());
|
||||
mPathFinder.addPointToPath(destinationPosition);
|
||||
|
||||
if (mPathFinder.isPathConstructed())
|
||||
{
|
||||
mIsWanderDestReady = true;
|
||||
storage.setState(Wander_Walking, true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
} while (--attempts);
|
||||
|
@ -407,7 +408,7 @@ namespace MWMechanics
|
|||
|
||||
void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
|
||||
stopWalking(actor, storage);
|
||||
storage.mObstacleCheck.clear();
|
||||
mObstacleCheck.clear();
|
||||
storage.setState(Wander_IdleNow);
|
||||
}
|
||||
|
||||
|
@ -475,7 +476,7 @@ namespace MWMechanics
|
|||
float duration, AiWanderStorage& storage, ESM::Position& pos)
|
||||
{
|
||||
// Are we there yet?
|
||||
if (storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
|
||||
if (mIsWanderDestReady && pathTo(actor, mPathFinder.getPath().back(), duration, DESTINATION_TOLERANCE))
|
||||
{
|
||||
stopWalking(actor, storage);
|
||||
storage.setState(Wander_ChooseAction);
|
||||
|
@ -517,40 +518,27 @@ namespace MWMechanics
|
|||
|
||||
void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos)
|
||||
{
|
||||
// turn towards the next point in mPath
|
||||
zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
|
||||
|
||||
MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
|
||||
if (storage.mObstacleCheck.check(actor, duration))
|
||||
if (mObstacleCheck.isEvading())
|
||||
{
|
||||
// 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
|
||||
storage.mTrimCurrentNode = true;
|
||||
trimAllowedNodes(storage.mAllowedNodes, storage.mPathFinder);
|
||||
storage.mObstacleCheck.clear();
|
||||
storage.mPathFinder.clearPath();
|
||||
trimAllowedNodes(storage.mAllowedNodes, mPathFinder);
|
||||
mObstacleCheck.clear();
|
||||
mPathFinder.clearPath();
|
||||
storage.setState(Wander_MoveNow);
|
||||
}
|
||||
else // probably walking into another NPC
|
||||
{
|
||||
// TODO: diagonal should have same animation as walk forward
|
||||
// but doesn't seem to do that?
|
||||
storage.mObstacleCheck.takeEvasiveAction(movement);
|
||||
}
|
||||
|
||||
storage.mStuckCount++; // TODO: maybe no longer needed
|
||||
}
|
||||
else
|
||||
{
|
||||
movement.mPosition[1] = 1;
|
||||
}
|
||||
|
||||
// if stuck for sufficiently long, act like current location was the destination
|
||||
if (storage.mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
|
||||
{
|
||||
//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
|
||||
storage.mObstacleCheck.clear();
|
||||
mObstacleCheck.clear();
|
||||
|
||||
stopWalking(actor, storage);
|
||||
storage.setState(Wander_ChooseAction);
|
||||
|
@ -627,7 +615,7 @@ namespace MWMechanics
|
|||
if (storage.mState == Wander_Walking)
|
||||
{
|
||||
stopWalking(actor, storage);
|
||||
storage.mObstacleCheck.clear();
|
||||
mObstacleCheck.clear();
|
||||
storage.setState(Wander_IdleNow);
|
||||
}
|
||||
|
||||
|
@ -667,10 +655,12 @@ namespace MWMechanics
|
|||
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actorPos));
|
||||
|
||||
// don't take shortcuts for wandering
|
||||
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
|
||||
mPathFinder.buildSyncedPath(start, dest, actor.getCell());
|
||||
|
||||
if (storage.mPathFinder.isPathConstructed())
|
||||
if (mPathFinder.isPathConstructed())
|
||||
{
|
||||
mIsWanderDestReady = true;
|
||||
|
||||
// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
|
||||
ESM::Pathgrid::Point temp = storage.mAllowedNodes[randNode];
|
||||
storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode);
|
||||
|
@ -726,7 +716,8 @@ namespace MWMechanics
|
|||
|
||||
void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage)
|
||||
{
|
||||
storage.mPathFinder.clearPath();
|
||||
mPathFinder.clearPath();
|
||||
mIsWanderDestReady = false;
|
||||
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
|
||||
}
|
||||
|
||||
|
@ -962,6 +953,7 @@ namespace MWMechanics
|
|||
, mTimeOfDay(wander->mData.mTimeOfDay)
|
||||
, mRepeat(wander->mData.mShouldRepeat != 0)
|
||||
, mStoredInitialActorPosition(wander->mStoredInitialActorPosition)
|
||||
, mIsWanderDestReady(false)
|
||||
{
|
||||
if (mStoredInitialActorPosition)
|
||||
mInitialActorPosition = wander->mInitialActorPosition;
|
||||
|
|
|
@ -108,6 +108,8 @@ namespace MWMechanics
|
|||
osg::Vec3f mInitialActorPosition;
|
||||
bool mStoredInitialActorPosition;
|
||||
|
||||
bool mIsWanderDestReady;
|
||||
|
||||
void getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage);
|
||||
|
||||
void trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes, const PathFinder& pathfinder);
|
||||
|
|
|
@ -93,6 +93,11 @@ namespace MWMechanics
|
|||
return mWalkState == State_Norm;
|
||||
}
|
||||
|
||||
bool ObstacleCheck::isEvading() const
|
||||
{
|
||||
return mWalkState == State_Evade;
|
||||
}
|
||||
|
||||
/*
|
||||
* input - actor, duration (time since last check)
|
||||
* output - true if evasive action needs to be taken
|
||||
|
|
|
@ -33,6 +33,7 @@ namespace MWMechanics
|
|||
void clear();
|
||||
|
||||
bool isNormalState() const;
|
||||
bool isEvading() const;
|
||||
|
||||
// Returns true if there is an obstacle and an evasive action
|
||||
// should be taken
|
||||
|
|
|
@ -82,6 +82,42 @@ namespace MWMechanics
|
|||
return sqrt(x * x + y * y + z * z);
|
||||
}
|
||||
|
||||
float getZAngleToDir(const osg::Vec3f& dir)
|
||||
{
|
||||
return std::atan2(dir.x(), dir.y());
|
||||
}
|
||||
|
||||
float getXAngleToDir(const osg::Vec3f& dir)
|
||||
{
|
||||
return -std::asin(dir.z() / dir.length());
|
||||
}
|
||||
|
||||
float getZAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest)
|
||||
{
|
||||
osg::Vec3f dir = PathFinder::MakeOsgVec3(dest) - PathFinder::MakeOsgVec3(origin);
|
||||
return getZAngleToDir(dir);
|
||||
}
|
||||
|
||||
float getXAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest)
|
||||
{
|
||||
osg::Vec3f dir = PathFinder::MakeOsgVec3(dest) - PathFinder::MakeOsgVec3(origin);
|
||||
return getXAngleToDir(dir);
|
||||
}
|
||||
|
||||
bool checkWayIsClear(const osg::Vec3f& from, const osg::Vec3f& to, float offsetXY)
|
||||
{
|
||||
osg::Vec3f dir = to - from;
|
||||
dir.z() = 0;
|
||||
dir.normalize();
|
||||
float verticalOffset = 200; // instead of '200' here we want the height of the actor
|
||||
osg::Vec3f _from = from + dir*offsetXY + osg::Z_AXIS * verticalOffset;
|
||||
|
||||
// cast up-down ray and find height of hit in world space
|
||||
float h = _from.z() - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -osg::Z_AXIS, verticalOffset + PATHFIND_Z_REACH + 1);
|
||||
|
||||
return (std::abs(from.z() - h) <= PATHFIND_Z_REACH);
|
||||
}
|
||||
|
||||
PathFinder::PathFinder()
|
||||
: mPathgrid(NULL),
|
||||
mCell(NULL)
|
||||
|
@ -132,23 +168,10 @@ namespace MWMechanics
|
|||
*/
|
||||
void PathFinder::buildPath(const ESM::Pathgrid::Point &startPoint,
|
||||
const ESM::Pathgrid::Point &endPoint,
|
||||
const MWWorld::CellStore* cell,
|
||||
bool allowShortcuts)
|
||||
const MWWorld::CellStore* cell)
|
||||
{
|
||||
mPath.clear();
|
||||
|
||||
if(allowShortcuts)
|
||||
{
|
||||
// if there's a ray cast hit, can't take a direct path
|
||||
if (!MWBase::Environment::get().getWorld()->castRay(
|
||||
static_cast<float>(startPoint.mX), static_cast<float>(startPoint.mY), static_cast<float>(startPoint.mZ),
|
||||
static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), static_cast<float>(endPoint.mZ)))
|
||||
{
|
||||
mPath.push_back(endPoint);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if(mCell != cell || !mPathgrid)
|
||||
{
|
||||
mCell = cell;
|
||||
|
@ -243,6 +266,19 @@ namespace MWMechanics
|
|||
return std::atan2(directionX, directionY);
|
||||
}
|
||||
|
||||
float PathFinder::getXAngleToNext(float x, float y, float z) const
|
||||
{
|
||||
// This should never happen (programmers should have an if statement checking
|
||||
// isPathConstructed that prevents this call if otherwise).
|
||||
if(mPath.empty())
|
||||
return 0.;
|
||||
|
||||
const ESM::Pathgrid::Point &nextPoint = *mPath.begin();
|
||||
osg::Vec3f dir = MakeOsgVec3(nextPoint) - osg::Vec3f(x,y,z);
|
||||
|
||||
return -std::asin(dir.z() / dir.length());
|
||||
}
|
||||
|
||||
bool PathFinder::checkPathCompleted(float x, float y, float tolerance)
|
||||
{
|
||||
if(mPath.empty())
|
||||
|
@ -264,19 +300,18 @@ namespace MWMechanics
|
|||
// see header for the rationale
|
||||
void PathFinder::buildSyncedPath(const ESM::Pathgrid::Point &startPoint,
|
||||
const ESM::Pathgrid::Point &endPoint,
|
||||
const MWWorld::CellStore* cell,
|
||||
bool allowShortcuts)
|
||||
const MWWorld::CellStore* cell)
|
||||
{
|
||||
if (mPath.size() < 2)
|
||||
{
|
||||
// if path has one point, then it's the destination.
|
||||
// don't need to worry about bad path for this case
|
||||
buildPath(startPoint, endPoint, cell, allowShortcuts);
|
||||
buildPath(startPoint, endPoint, cell);
|
||||
}
|
||||
else
|
||||
{
|
||||
const ESM::Pathgrid::Point oldStart(*getPath().begin());
|
||||
buildPath(startPoint, endPoint, cell, allowShortcuts);
|
||||
buildPath(startPoint, endPoint, cell);
|
||||
if (mPath.size() >= 2)
|
||||
{
|
||||
// if 2nd waypoint of new path == 1st waypoint of old,
|
||||
|
|
|
@ -16,6 +16,20 @@ namespace MWMechanics
|
|||
{
|
||||
float distance(const ESM::Pathgrid::Point& point, float x, float y, float);
|
||||
float distance(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b);
|
||||
float getZAngleToDir(const osg::Vec3f& dir);
|
||||
float getXAngleToDir(const osg::Vec3f& dir);
|
||||
float getZAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest);
|
||||
float getXAngleToPoint(const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest);
|
||||
|
||||
const float PATHFIND_Z_REACH = 50.0f;
|
||||
//static const float sMaxSlope = 49.0f; // duplicate as in physicssystem
|
||||
// distance after which actor (failed previously to shortcut) will try again
|
||||
const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
|
||||
|
||||
// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
|
||||
// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
|
||||
bool checkWayIsClear(const osg::Vec3f& from, const osg::Vec3f& to, float offsetXY);
|
||||
|
||||
class PathFinder
|
||||
{
|
||||
public:
|
||||
|
@ -39,12 +53,17 @@ namespace MWMechanics
|
|||
|
||||
void clearPath();
|
||||
|
||||
void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
|
||||
const MWWorld::CellStore* cell);
|
||||
|
||||
bool checkPathCompleted(float x, float y, float tolerance = PathTolerance);
|
||||
///< \Returns true if we are within \a tolerance units of the last path point.
|
||||
|
||||
/// In radians
|
||||
float getZAngleToNext(float x, float y) const;
|
||||
|
||||
float getXAngleToNext(float x, float y, float z) const;
|
||||
|
||||
bool isPathConstructed() const
|
||||
{
|
||||
return !mPath.empty();
|
||||
|
@ -68,9 +87,9 @@ namespace MWMechanics
|
|||
Which results in NPC "running in a circle" back to the just passed waypoint.
|
||||
*/
|
||||
void buildSyncedPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
|
||||
const MWWorld::CellStore* cell, bool allowShortcuts = true);
|
||||
const MWWorld::CellStore* cell);
|
||||
|
||||
void addPointToPath(ESM::Pathgrid::Point &point)
|
||||
void addPointToPath(const ESM::Pathgrid::Point &point)
|
||||
{
|
||||
mPath.push_back(point);
|
||||
}
|
||||
|
@ -130,9 +149,6 @@ namespace MWMechanics
|
|||
}
|
||||
|
||||
private:
|
||||
void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
|
||||
const MWWorld::CellStore* cell, bool allowShortcuts = true);
|
||||
|
||||
std::list<ESM::Pathgrid::Point> mPath;
|
||||
|
||||
const ESM::Pathgrid *mPathgrid;
|
||||
|
|
Loading…
Reference in a new issue