Change editor-placed AI packages to cycle

pull/1/head
Allofich 9 years ago
parent 496cb85b01
commit bce66c629a

@ -72,7 +72,11 @@ namespace MWMechanics
{ {
mRemainingDuration -= duration; mRemainingDuration -= duration;
if (duration <= 0) if (duration <= 0)
{
// Reset mStarted to false so that package can be repeated again
mStarted = false;
return true; return true;
}
} }
if (!mCellId.empty() && mCellId != actor.getCell()->getCell()->getCellId().mWorldspace) if (!mCellId.empty() && mCellId != actor.getCell()->getCell()->getCellId().mWorldspace)
@ -100,7 +104,11 @@ namespace MWMechanics
point.mConnectionNum = 0; point.mConnectionNum = 0;
point.mUnknown = 0; point.mUnknown = 0;
if(pathTo(actor,point,duration)) //Returns true on path complete if(pathTo(actor,point,duration)) //Returns true on path complete
{
// Reset mStarted to false so that package can be repeated again
mStarted = false;
return true; return true;
}
mMaxDist = 450; mMaxDist = 450;
} }
else else

@ -45,7 +45,12 @@ bool MWMechanics::AiPackage::shouldCancelPreviousAi() const
return true; return true;
} }
MWMechanics::AiPackage::AiPackage() : mTimer(0.26f) { //mTimer starts at .26 to force initial pathbuild bool MWMechanics::AiPackage::getRepeat() const
{
return true;
}
MWMechanics::AiPackage::AiPackage() : mTimer(0.26f), mStarted(false) { //mTimer starts at .26 to force initial pathbuild
} }
@ -74,7 +79,13 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
if(mTimer > 0.25) if(mTimer > 0.25)
{ {
const ESM::Cell *cell = actor.getCell()->getCell(); const ESM::Cell *cell = actor.getCell()->getCell();
if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved // If repeating an AI package (mStarted has been set to false again), build a new path if needed so package doesn't immediately end
if (!mStarted && distance(pos.pos, dest) > 10) {
mStarted = true;
mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
mPrevDest = dest;
}
else 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 mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
mPrevDest = dest; mPrevDest = dest;
} }
@ -94,7 +105,11 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
/// Checks if you aren't moving; attempts to unstick you /// Checks if you aren't moving; attempts to unstick you
//************************ //************************
if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished? if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished?
{
// Reset mTimer so that path will be built right away when a package is repeated
mTimer = 0.26f;
return true; return true;
}
else else
{ {
evadeObstacles(actor, duration, pos); evadeObstacles(actor, duration, pos);

@ -87,6 +87,10 @@ namespace MWMechanics
/// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)? /// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)?
virtual bool shouldCancelPreviousAi() const; virtual bool shouldCancelPreviousAi() const;
/// Return true if this package should repeat. Can only be false for AIWander, if AIWander is assigned
/// assigned through the console or script.
virtual bool getRepeat() const;
bool isTargetMagicallyHidden(const MWWorld::Ptr& target); bool isTargetMagicallyHidden(const MWWorld::Ptr& target);
protected: protected:
@ -104,6 +108,9 @@ namespace MWMechanics
float mTimer; float mTimer;
// Set to true once package starts actually being executed
bool mStarted;
ESM::Pathgrid::Point mPrevDest; ESM::Pathgrid::Point mPrevDest;
private: private:

@ -230,6 +230,11 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
if (package->execute (actor,characterController,state,duration)) if (package->execute (actor,characterController,state,duration))
{ {
// Put repeating noncombat AI packages on the end of the stack so they can be used again
if (isActualAiPackage(packageTypeId) && package->getRepeat())
{
mPackages.push_back(package->clone());
}
// To account for the rare case where AiPackage::execute() queued another AI package // To account for the rare case where AiPackage::execute() queued another AI package
// (e.g. AiPursue executing a dialogue script that uses startCombat) // (e.g. AiPursue executing a dialogue script that uses startCombat)
std::list<MWMechanics::AiPackage*>::iterator toRemove = std::list<MWMechanics::AiPackage*>::iterator toRemove =

@ -58,9 +58,13 @@ namespace MWMechanics
if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), pos.asVec3())) if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), pos.asVec3()))
return false; return false;
if (!mStarted)
mStarted = true;
if (pathTo(actor, ESM::Pathgrid::Point(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ)), duration)) if (pathTo(actor, ESM::Pathgrid::Point(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ)), duration))
{ {
actor.getClass().getMovementSettings(actor).mPosition[1] = 0; actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
mStarted = false;
return true; return true;
} }
return false; return false;

@ -123,8 +123,6 @@ namespace MWMechanics
if(mDuration == 0) if(mDuration == 0)
mTimeOfDay = 0; mTimeOfDay = 0;
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mPopulateAvailableNodes = true; mPopulateAvailableNodes = true;
} }
@ -202,6 +200,13 @@ namespace MWMechanics
mPopulateAvailableNodes = true; mPopulateAvailableNodes = true;
} }
if (!mStarted)
{
// Set mStartTime once this package starts being executed
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mStarted = true;
}
cStats.setDrawState(DrawState_Nothing); cStats.setDrawState(DrawState_Nothing);
cStats.setMovementFlag(CreatureStats::Flag_Run, false); cStats.setMovementFlag(CreatureStats::Flag_Run, false);
@ -230,6 +235,8 @@ namespace MWMechanics
if (isPackageCompleted(actor, storage)) if (isPackageCompleted(actor, storage))
{ {
// Reset mStarted so that package will get a new mStarttime when it repeats
mStarted = false;
return true; return true;
} }
@ -301,6 +308,11 @@ namespace MWMechanics
return false; // AiWander package not yet completed return false; // AiWander package not yet completed
} }
bool AiWander::getRepeat() const
{
return mRepeat;
}
bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage) bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{ {
if (mDuration) if (mDuration)
@ -310,15 +322,8 @@ namespace MWMechanics
if ((currentTime.getHour() >= mStartTime.getHour() + mDuration) || if ((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())) (int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
{ {
if (!mRepeat)
{
stopWalking(actor, storage); stopWalking(actor, storage);
return true; return true;
}
else
{
mStartTime = currentTime;
}
} }
} }
// if get here, not yet completed // if get here, not yet completed
@ -501,8 +506,7 @@ namespace MWMechanics
} }
} }
} }
// Recreate vanilla (broken?) behavior of resetting start time of AIWander:
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
storage.setState(Wander_IdleNow); storage.setState(Wander_IdleNow);
} }

@ -58,6 +58,8 @@ namespace MWMechanics
virtual void fastForward(const MWWorld::Ptr& actor, AiState& state); virtual void fastForward(const MWWorld::Ptr& actor, AiState& state);
bool getRepeat() const;
enum GreetingState { enum GreetingState {
Greet_None, Greet_None,
Greet_InProgress, Greet_InProgress,

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