AIWander everything works. only two things to do: Implement limiting selection on z axis, and correcting decision algorithm.

actorid
Torben Carrington 12 years ago
parent 5fac75845c
commit e37324b967

@ -1,9 +1,54 @@
#include "aiwander.hpp"
#include <iostream>
#include "movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include <OgreVector3.h>
namespace
{
float sgn(float a)
{
if(a > 0) return 1.0;
else return -1.0;
}
}
MWMechanics::AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<int>& idle, bool repeat):
mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat)
{
std::cout << "AIWander: " << mDistance << " " << mDuration << " " << mTimeOfDay << " ";
for(unsigned short counter = 0; counter < mIdle.size(); counter++)
{
std::cout << mIdle[counter] << " ";
if(mIdle[counter] >= 127 || mIdle[counter] < 0)
mIdle[counter] = 0;
}
std::cout << mRepeat << std::endl;
if(mDistance < 0)
mDistance = 0;
if(mDuration < 0)
mDuration = 0;
if(mDuration == 0)
mTimeOfDay = 0;
srand(time(NULL));
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mChanceMultiplyer = 0.75;
mPlayedIdle = 0;
mStoredAvailableNodes = false;
mChooseAction = true;
mIdleNow = false;
mMoveNow = false;
mWalking = false;
}
MWMechanics::AiPackage * MWMechanics::AiWander::clone() const
@ -13,11 +58,259 @@ MWMechanics::AiPackage * MWMechanics::AiWander::clone() const
bool MWMechanics::AiWander::execute (const MWWorld::Ptr& actor)
{
// Return completed
return true;
if(mDuration)
{
// End package if duration is complete or mid-night hits:
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
{
if(!mRepeat)
{
stopWalking(actor, mPathFinder);
return true;
}
else
mStartTime = currentTime;
}
else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())
{
stopWalking(actor, mPathFinder);
if(!mRepeat)
{
stopWalking(actor, mPathFinder);
return true;
}
else
mStartTime = currentTime;
}
}
ESM::Position pos = actor.getRefData().getPosition();
if(!mStoredAvailableNodes)
{
mStoredAvailableNodes = true;
mPathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
mCellX = actor.getCell()->mCell->mData.mX;
mCellY = actor.getCell()->mCell->mData.mY;
if(mDistance != 0 && !mPathgrid->mPoints.empty())
{
// TODO: Limit selecting range in the Z axis.
mXCell = 0;
mYCell = 0;
if(actor.getCell()->mCell->isExterior())
{
mXCell = mCellX * ESM::Land::REAL_SIZE;
mYCell = mCellY * ESM::Land::REAL_SIZE;
}
Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos);
npcPos[0] = npcPos[0] - mXCell;
npcPos[1] = npcPos[1] - mYCell;
for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++)
{
Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY, mPathgrid->mPoints[counter].mZ);
if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance)
mAllowedNodes.push_back(mPathgrid->mPoints[counter]);
}
if(!mAllowedNodes.empty())
{
Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ);
float closestNode = npcPos.squaredDistance(firstNodePos);
unsigned int index = 0;
for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++)
{
Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, mAllowedNodes[counterThree].mZ);
float tempDist = npcPos.squaredDistance(nodePos);
if(tempDist < closestNode)
index = counterThree;
}
mCurrentNode = mAllowedNodes[index];
mAllowedNodes.erase(mAllowedNodes.begin() + index);
}
}
}
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
bool cellChange = actor.getCell()->mCell->mData.mX != mCellX || actor.getCell()->mCell->mData.mY != mCellY;
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 AiWander.
// FIXME: This *should* pause the AiWander package instead of terminating it.
if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE / 2.0 - 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 AiWander.
// FIXME: This *should* pause the AiWander package instead of terminating it.
if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE / 2.0 - 200))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
}
// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
if(cellChange || (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY))
mDistance = 0;
if(mChooseAction)
{
mPlayedIdle = 0;
unsigned short idleRoll = 0;
for(unsigned int counter = 1; counter < mIdle.size(); counter++)
{
unsigned short idleChance = mChanceMultiplyer * mIdle[counter];
unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mChanceMultiplyer));
if(randSelect < idleChance && randSelect > idleRoll)
{
mPlayedIdle = counter;
idleRoll = randSelect;
}
}
if(!mPlayedIdle && mDistance)
{
std::cout << "Walking!" << std::endl;
mChooseAction = false;
mMoveNow = true;
}
else
{
// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
std::cout << "Idling!" << std::endl;
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mStartTime = currentTime;
playIdle(actor, mPlayedIdle + 1);
mChooseAction = false;
mIdleNow = true;
}
}
if(mIdleNow)
{
// TODO: This is where we should be checking to see if the current idle animation is done, if it is then
// set mChooseAction to true, because there is no function for this yet we will only set mChooseAction to true.
if(!checkIdle(actor, mPlayedIdle + 1))
{
std::cout << "Idle Really Completed" << std::endl;
mPlayedIdle = 0;
mIdleNow = false;
mChooseAction = true;
}
}
if(mMoveNow == true && (mDistance != 0 && !mAllowedNodes.empty()))
{
if(!mPathFinder.isPathConstructed())
{
unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size());
Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ);
// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
mAllowedNodes.push_back(mCurrentNode);
mCurrentNode = temp;
ESM::Pathgrid::Point dest;
dest.mX = destNodePos[0] + mXCell;
dest.mY = destNodePos[1] + mYCell;
dest.mZ = destNodePos[2];
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
mPathFinder.buildPath(start,dest,mPathgrid,mXCell,mYCell);
mWalking = true;
}
}
if(mWalking)
{
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;
}
if(mWalking && mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
{
stopWalking(actor, mPathFinder);
mMoveNow = false;
mWalking = false;
mChooseAction = true;
}
return false;
}
int MWMechanics::AiWander::getTypeId() const
{
return 0;
}
void MWMechanics::AiWander::stopWalking(const MWWorld::Ptr& actor, PathFinder& path)
{
PathFinder pathClearer;
path = pathClearer;
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
}
void MWMechanics::AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if(idleSelect == 2)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle2", 0, 1);
else if(idleSelect == 3)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1);
else if(idleSelect == 4)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle4", 0, 1);
else if(idleSelect == 5)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle5", 0, 1);
else if(idleSelect == 6)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle6", 0, 1);
else if(idleSelect == 7)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle7", 0, 1);
else if(idleSelect == 8)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle8", 0, 1);
else if(idleSelect == 9)
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle9", 0, 1);
}
bool MWMechanics::AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if(idleSelect == 2)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle2");
else if(idleSelect == 3)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle3");
else if(idleSelect == 4)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle4");
else if(idleSelect == 5)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle5");
else if(idleSelect == 6)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle6");
else if(idleSelect == 7)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle7");
else if(idleSelect == 8)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle8");
else if(idleSelect == 9)
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle9");
else
return false;
}

@ -4,6 +4,10 @@
#include "aipackage.hpp"
#include <vector>
#include "pathfinding.hpp"
#include "../mwworld/timestamp.hpp"
namespace MWMechanics
{
class AiWander : public AiPackage
@ -18,11 +22,42 @@ namespace MWMechanics
///< 0: Wander
private:
void stopWalking(const MWWorld::Ptr& actor, PathFinder& path);
void playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
bool checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
int mDistance;
int mDuration;
int mTimeOfDay;
std::vector<int> mIdle;
bool mRepeat;
float mX;
float mY;
float mZ;
int mCellX;
int mCellY;
float mXCell;
float mYCell;
bool mStoredAvailableNodes;
bool mChooseAction;
bool mIdleNow;
bool mMoveNow;
bool mWalking;
float mChanceMultiplyer;
unsigned short mPlayedIdle;
MWWorld::TimeStamp mStartTime;
std::vector<ESM::Pathgrid::Point> mAllowedNodes;
ESM::Pathgrid::Point mCurrentNode;
PathFinder mPathFinder;
const ESM::Pathgrid *mPathgrid;
};
}

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