|
|
@ -799,20 +799,80 @@ namespace MWMechanics
|
|
|
|
|
|
|
|
|
|
|
|
int index = Misc::Rng::rollDice(storage.mAllowedNodes.size());
|
|
|
|
int index = Misc::Rng::rollDice(storage.mAllowedNodes.size());
|
|
|
|
ESM::Pathgrid::Point dest = storage.mAllowedNodes[index];
|
|
|
|
ESM::Pathgrid::Point dest = storage.mAllowedNodes[index];
|
|
|
|
state.moveIn(new AiWanderStorage());
|
|
|
|
ESM::Pathgrid::Point worldDest = dest;
|
|
|
|
|
|
|
|
ToWorldCoordinates(worldDest, actor.getCell()->getCell());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// add offset only if the selected pathgrid is occupied by another actor
|
|
|
|
|
|
|
|
if (isPathGridOccupied)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
ESM::Pathgrid::PointList points;
|
|
|
|
|
|
|
|
getNeighbouringNodes(dest, actor.getCell(), points);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// there are no neighbouring nodes, nowhere to move
|
|
|
|
|
|
|
|
if (points.empty())
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int initialSize = points.size();
|
|
|
|
|
|
|
|
bool isOccupied = false;
|
|
|
|
|
|
|
|
// AI will try to move the NPC towards every neighboring node until suitable place will be found
|
|
|
|
|
|
|
|
for (int i = 0; i < initialSize; i++)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
int randomIndex = Misc::Rng::rollDice(points.size());
|
|
|
|
|
|
|
|
ESM::Pathgrid::Point connDest = points[randomIndex];
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// add an offset towards random neighboring node
|
|
|
|
|
|
|
|
osg::Vec3f dir = PathFinder::MakeOsgVec3(connDest) - PathFinder::MakeOsgVec3(dest);
|
|
|
|
|
|
|
|
float length = dir.length();
|
|
|
|
|
|
|
|
dir.normalize();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (int j = 1; j <= 3; j++)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
// move for 5-15% towards random neighboring node
|
|
|
|
|
|
|
|
dest = PathFinder::MakePathgridPoint(PathFinder::MakeOsgVec3(dest) + dir * (j * 5 * length / 100.f));
|
|
|
|
|
|
|
|
worldDest = dest;
|
|
|
|
|
|
|
|
ToWorldCoordinates(worldDest, actor.getCell()->getCell());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (!isOccupied)
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (!isOccupied)
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Will try an another neighboring node
|
|
|
|
|
|
|
|
points.erase(points.begin()+randomIndex);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// there is no free space, nowhere to move
|
|
|
|
|
|
|
|
if (isOccupied)
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// place above to prevent moving inside objects, e.g. stairs, because a vector between pathgrids can be underground.
|
|
|
|
|
|
|
|
// Adding 20 in adjustPosition() is not enough.
|
|
|
|
|
|
|
|
dest.mZ += 60;
|
|
|
|
|
|
|
|
|
|
|
|
dest.mX += OffsetToPreventOvercrowding();
|
|
|
|
|
|
|
|
dest.mY += OffsetToPreventOvercrowding();
|
|
|
|
|
|
|
|
ToWorldCoordinates(dest, actor.getCell()->getCell());
|
|
|
|
ToWorldCoordinates(dest, actor.getCell()->getCell());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
state.moveIn(new AiWanderStorage());
|
|
|
|
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
|
|
|
|
MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
|
|
|
|
static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
|
|
|
|
static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
|
|
|
|
actor.getClass().adjustPosition(actor, false);
|
|
|
|
actor.getClass().adjustPosition(actor, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int AiWander::OffsetToPreventOvercrowding()
|
|
|
|
void AiWander::getNeighbouringNodes(ESM::Pathgrid::Point dest, const MWWorld::CellStore* currentCell, ESM::Pathgrid::PointList& points)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
return static_cast<int>(20 * (Misc::Rng::rollProbability() * 2.0f - 1.0f));
|
|
|
|
const ESM::Pathgrid *pathgrid =
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*currentCell->getCell());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int index = PathFinder::GetClosestPoint(pathgrid, PathFinder::MakeOsgVec3(dest));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
currentCell->getNeighbouringPoints(index, points);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage)
|
|
|
|
void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage)
|
|
|
|