Merge remote-tracking branch 'torben/aiescort'

actorid
Marc Zinnschlag 12 years ago
commit 5c99f15ad3

@ -1,30 +1,182 @@
#include "aiescort.hpp"
#include <iostream>
MWMechanics::AiEscort::AiEscort(const std::string &actorId,int duration, float x, float y, float z)
: mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration)
{
}
#include "character.hpp"
#include "movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include <boost/graph/astar_search.hpp>
#include <boost/graph/adjacency_list.hpp>
#include "boost/tuple/tuple.hpp"
namespace
{
float sgn(float a)
{
if(a>0) return 1.;
else return -1.;
}
}
/*
TODO: Test vanilla behavior on passing x0, y0, and z0 with duration of anything including 0.
TODO: Different behavior for AIEscort a d x y z and AIEscortCell a c d x y z.
TODO: Take account for actors being in different cells.
*/
MWMechanics::AiEscort::AiEscort(const std::string &actorId,int duration, float x, float y, float z)
: mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration)
{
mMaxDist = 470;
// The CS Help File states that if a duration is givin, the AI package will run for that long
// BUT if a location is givin, it "trumps" the duration so it will simply escort to that location.
if(mX != 0 || mY != 0 || mZ != 0)
mDuration = 0;
else
{
MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100);
}
}
MWMechanics::AiEscort::AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z)
: mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
{
mMaxDist = 470;
// The CS Help File states that if a duration is givin, the AI package will run for that long
// BUT if a location is givin, it "trumps" the duration so it will simply escort to that location.
if(mX != 0 || mY != 0 || mZ != 0)
mDuration = 0;
else
{
MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100);
}
}
MWMechanics::AiEscort *MWMechanics::AiEscort::clone() const
{
return new AiEscort(*this);
}
bool MWMechanics::AiEscort::execute (const MWWorld::Ptr& actor)
{
// If AiEscort has ran for as long or longer then the duration specified
// and the duration is not infinite, the package is complete.
if(mDuration != 0)
{
MWWorld::TimeStamp current = MWBase::Environment::get().getWorld()->getTimeStamp();
unsigned int currentSecond = ((current.getHour() - int(current.getHour())) * 100);
std::cout << "AiEscort: " << currentSecond << " time: " << currentSecond - mStartingSecond << std::endl;
if(currentSecond - mStartingSecond >= mDuration)
{
return true;
}
}
ESM::Position pos = actor.getRefData().getPosition();
bool cellChange = actor.getCell()->mCell->mData.mX != cellX || actor.getCell()->mCell->mData.mY != cellY;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
{
int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
// Check if actor is near the border of an inactive cell. If so, disable AiEscort.
// FIXME: This *should* pause the AiEscort package instead of terminating it.
if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 200))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
}
if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
{
int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
// Check if actor is near the border of an inactive cell. If so, disable AiEscort.
// FIXME: This *should* pause the AiEscort package instead of terminating it.
if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 200))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
}
if(!mPathFinder.isPathConstructed() || cellChange)
{
cellX = actor.getCell()->mCell->mData.mX;
cellY = actor.getCell()->mCell->mData.mY;
float xCell = 0;
float yCell = 0;
if (actor.getCell()->mCell->isExterior())
{
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
}
ESM::Pathgrid::Point dest;
dest.mX = mX;
dest.mY = mY;
dest.mZ = mZ;
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
mPathFinder.buildPath(start,dest,pathgrid,xCell,yCell);
}
if(mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
const float* const leaderPos = actor.getRefData().getPosition().pos;
const float* const followerPos = follower.getRefData().getPosition().pos;
double differenceBetween[3];
for (short i = 0; i < 3; ++i)
differenceBetween[i] = (leaderPos[i] - followerPos[i]);
float distanceBetweenResult =
(differenceBetween[0] * differenceBetween[0]) + (differenceBetween[1] * differenceBetween[1]) + (differenceBetween[2] * differenceBetween[2]);
if(distanceBetweenResult <= mMaxDist * mMaxDist)
{
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0],pos.pos[1],pos.pos[2]);
MWBase::Environment::get().getWorld()->rotateObject(actor,0,0,zAngle,false);
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
mMaxDist = 470;
}
else
{
// Stop moving if the player is to far away
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1);
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
mMaxDist = 330;
}
return false;
}
int MWMechanics::AiEscort::getTypeId() const
{
return 2;
}
MWMechanics::AiEscort *MWMechanics::AiEscort::clone() const
{
return new AiEscort(*this);
}
bool MWMechanics::AiEscort::execute (const MWWorld::Ptr& actor)
{
std::cout << "AiEscort completed. \n";
return true;
}
int MWMechanics::AiEscort::getTypeId() const
{
return 2;
}

@ -2,13 +2,36 @@
#define GAME_MWMECHANICS_AIESCORT_H
#include "aipackage.hpp"
#include "pathfinding.hpp"
#include <string>
/* From CS:
Escort
Makes the actor escort another actor to a location or for a specified period of time. During this time the actor will also protect the actor it is escorting.
If you are not doing this package with the player as the target, youll want to also put a follow package on the target Actor, since escorting an actor makes the escorter wait for the other actor. If the Target does not know they are supposed to follow, the escorter will most likely just stand there.
Target: The ActorID to Escort. Remember that since all ActorIDs share the same AI packages, putting this on an Actor with multiple references will cause ALL references of that actor to attempt to escort the same actor. Thus, this type of AI should only be placed on specific or unique sets of Actors.
Duration: The duration the actor should escort for. Trumped by providing a location.
Escort to: Check this to use location data for the escort.
Cell: The Cell to escort to.
XYZ: Like Travel, specify the XYZ location to escort to.
View Location: A red X will appear in the render window that you can move around with the standard render window object controls. Place the X on the escort destination.
*/
namespace MWMechanics
{
class AiEscort : public AiPackage
{
public:
{
class AiEscort : public AiPackage
{
public:
AiEscort(const std::string &actorId,int duration, float x, float y, float z);
///< \implement AiEscort
AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z);
@ -27,8 +50,13 @@ namespace MWMechanics
float mX;
float mY;
float mZ;
int mDuration;
};
}
#endif
float mMaxDist;
unsigned int mStartingSecond;
unsigned int mDuration;
PathFinder mPathFinder;
int cellX;
int cellY;
};
}
#endif

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