pathgrid shortcutting extended

actorid
mrcheko 11 years ago
parent 4e7ee97050
commit f811abb752

@ -407,6 +407,8 @@ namespace MWBase
virtual bool getLOS(const MWWorld::Ptr& npc,const MWWorld::Ptr& targetNpc) = 0; virtual bool getLOS(const MWWorld::Ptr& npc,const MWWorld::Ptr& targetNpc) = 0;
///< get Line of Sight (morrowind stupid implementation) ///< get Line of Sight (morrowind stupid implementation)
virtual float getDistToNearestRayHit(const Ogre::Vector3& from, const Ogre::Vector3& dir, float maxDist) = 0;
virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable) = 0; virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable) = 0;
virtual int canRest() = 0; virtual int canRest() = 0;

@ -31,6 +31,40 @@ namespace
//chooses an attack depending on probability to avoid uniformity //chooses an attack depending on probability to avoid uniformity
void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement); void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
{
float len = (dirLen >= 0.0f)? dirLen : dir.length();
return Ogre::Radian( Ogre::Math::ACos(dir.y / len) * sgn(Ogre::Math::ASin(dir.x / len)) ).valueDegrees();
}
const float PATHFIND_Z_REACH = 50.0f;
// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
const float PATHFIND_CAUTION_DIST = 500.0f;
// 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 Ogre::Vector3& from, const Ogre::Vector3& to, float offset)
{
if((to - from).length() >= PATHFIND_CAUTION_DIST || abs(from.z - to.z) <= PATHFIND_Z_REACH)
{
Ogre::Vector3 dir = to - from;
dir.z = 0;
dir.normalise();
float verticalOffset = 200; // instead of '200' here we want the height of the actor
Ogre::Vector3 _from = from + dir*offset + Ogre::Vector3::UNIT_Z * verticalOffset;
// cast up-down ray and find height in world space of hit
float h = _from.z - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -Ogre::Vector3::UNIT_Z, verticalOffset + PATHFIND_Z_REACH + 1);
if(abs(from.z - h) <= PATHFIND_Z_REACH)
return true;
}
return false;
}
} }
namespace MWMechanics namespace MWMechanics
@ -44,9 +78,10 @@ namespace MWMechanics
mReadyToAttack(false), mReadyToAttack(false),
mStrike(false), mStrike(false),
mCombatMove(false), mCombatMove(false),
mRotate(false),
mMovement(), mMovement(),
mTargetAngle(0) mTargetAngle(0),
mForceNoShortcut(false),
mShortcutFailPos()
{ {
} }
@ -74,10 +109,9 @@ namespace MWMechanics
actor.getClass().getMovementSettings(actor) = mMovement; actor.getClass().getMovementSettings(actor) = mMovement;
if (mRotate) if(actor.getRefData().getPosition().rot[2] != mTargetAngle)
{ {
if (zTurn(actor, Ogre::Degree(mTargetAngle))) zTurn(actor, Ogre::Degree(mTargetAngle));
mRotate = false;
} }
@ -136,6 +170,7 @@ namespace MWMechanics
actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
// Get weapon characteristics
if (actor.getClass().hasInventoryStore(actor)) if (actor.getClass().hasInventoryStore(actor))
{ {
MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState(); MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState();
@ -166,15 +201,13 @@ namespace MWMechanics
weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit) weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit)
} }
ESM::Position pos = actor.getRefData().getPosition();
float rangeMelee; float rangeMelee;
float rangeCloseUp; float rangeCloseUp;
bool distantCombat = false; bool distantCombat = false;
if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_Thrown) if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_Thrown)
{ {
rangeMelee = 1000; // TODO: should depend on archer skill rangeMelee = 1000; // TODO: should depend on archer skill
rangeCloseUp = 0; //doesn't needed when attacking from distance rangeCloseUp = 0; // not needed in ranged combat
distantCombat = true; distantCombat = true;
} }
else else
@ -183,22 +216,26 @@ namespace MWMechanics
rangeCloseUp = 300; rangeCloseUp = 300;
} }
Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]); ESM::Position pos = actor.getRefData().getPosition();
ESM::Position targetPos = mTarget.getRefData().getPosition(); Ogre::Vector3 vActorPos(pos.pos);
Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]); Ogre::Vector3 vTargetPos(mTarget.getRefData().getPosition().pos);
Ogre::Vector3 vDir = vDest - vStart; Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
float distBetween = vDir.length(); float distToTarget = vDirToTarget.length();
bool isStuck = false;
float speed = 0.0f;
if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = cls.getSpeed(actor)) / 10.0f)
isStuck = true;
if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) ) mLastPos = pos;
if(distToTarget < rangeMelee || (distToTarget <= rangeCloseUp && mFollowTarget && !isStuck) )
{ {
//Melee and Close-up combat //Melee and Close-up combat
vDir.z = 0; vDirToTarget.z = 0;
float dirLen = vDir.length(); mTargetAngle = getZAngleToDir(vDirToTarget, distToTarget);
mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees();
mRotate = true;
//bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget); if (mFollowTarget && distToTarget > rangeMelee)
if (mFollowTarget && distBetween > rangeMelee)
{ {
//Close-up combat: just run up on target //Close-up combat: just run up on target
mMovement.mPosition[1] = 1; mMovement.mPosition[1] = 1;
@ -228,7 +265,7 @@ namespace MWMechanics
} }
} }
if(distantCombat && distBetween < rangeMelee/4) if(distantCombat && distToTarget < rangeMelee/4)
{ {
mMovement.mPosition[1] = -1; mMovement.mPosition[1] = -1;
} }
@ -238,32 +275,80 @@ namespace MWMechanics
mFollowTarget = true; mFollowTarget = true;
} }
} }
else else // remote pathfinding
{
bool preferShortcut = false;
bool inLOS;
if(mReadyToAttack) isStuck = false;
// check if shortcut is available
if(!isStuck
&& (!mForceNoShortcut
|| (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
&& (inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget)))
{ {
//target is at far distance: build path to target OR follow target (if previously actor had reached it once) if(speed == 0.0f) speed = cls.getSpeed(actor);
// maximum dist before pit/obstacle for actor to avoid them depending on his speed
float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2;
//if(actor.getRefData().getPosition().rot[2] != mTargetAngle)
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
}
if(preferShortcut)
{
mTargetAngle = getZAngleToDir(vDirToTarget, distToTarget);
mForceNoShortcut = false;
mShortcutFailPos.pos[0] = mShortcutFailPos.pos[1] = mShortcutFailPos.pos[2] = 0;
if(mPathFinder.isPathConstructed())
mPathFinder.clearPath();
}
else // if shortcut failed stick to path grid
{
if(!isStuck && mShortcutFailPos.pos[0] == 0.0f && mShortcutFailPos.pos[1] == 0.0f && mShortcutFailPos.pos[2] == 0.0f)
{
mForceNoShortcut = true;
mShortcutFailPos = pos;
}
mFollowTarget = false; mFollowTarget = false;
buildNewPath(actor); //may fail to build a path, check before use buildNewPath(actor); //may fail to build a path, check before use
//delete visited path node //delete visited path node
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]); mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]);
//if no new path leave mTargetAngle unchanged // This works on the borders between the path grid and areas with no waypoints.
if(!mPathFinder.getPath().empty()) if(inLOS && mPathFinder.getPath().size() > 1)
{ {
//try shortcut // get point just before target
if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget)) std::list<ESM::Pathgrid::Point>::iterator pntIter = --mPathFinder.getPath().end();
mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees(); --pntIter;
else Ogre::Vector3 vBeforeTarget = Ogre::Vector3(pntIter->mX, pntIter->mY, pntIter->mZ);
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
if(distToTarget <= (vTargetPos - vBeforeTarget).length())
{
mTargetAngle = getZAngleToDir(vDirToTarget, distToTarget);
preferShortcut = true;
}
}
// if there is no new path, then go straight on target
if(!preferShortcut)
{
if(!mPathFinder.getPath().empty())
mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
mRotate = true; else
mTargetAngle = getZAngleToDir(vDirToTarget, distToTarget);
}
} }
mMovement.mPosition[1] = 1; mMovement.mPosition[1] = 1;
mReadyToAttack = false; mReadyToAttack = false;
} }
if(distBetween > rangeMelee) if(distToTarget > rangeMelee)
{ {
//special run attack; it shouldn't affect melee combat tactics //special run attack; it shouldn't affect melee combat tactics
if(actor.getClass().getMovementSettings(actor).mPosition[1] == 1) if(actor.getClass().getMovementSettings(actor).mPosition[1] == 1)
@ -277,7 +362,7 @@ namespace MWMechanics
&& mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0) && mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
speed2 = 0; speed2 = 0;
float s1 = distBetween - weapRange; float s1 = distToTarget - weapRange;
float t = s1/speed1; float t = s1/speed1;
float s2 = speed2 * t; float s2 = speed2 * t;
float t_swing = 0.17f/weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags float t_swing = 0.17f/weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
@ -300,31 +385,23 @@ namespace MWMechanics
void AiCombat::buildNewPath(const MWWorld::Ptr& actor) void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
{ {
//Construct path to target Ogre::Vector3 newPathTarget = Ogre::Vector3(mTarget.getRefData().getPosition().pos);
ESM::Pathgrid::Point dest;
dest.mX = mTarget.getRefData().getPosition().pos[0]; float dist;
dest.mY = mTarget.getRefData().getPosition().pos[1];
dest.mZ = mTarget.getRefData().getPosition().pos[2];
Ogre::Vector3 newPathTarget = Ogre::Vector3(dest.mX, dest.mY, dest.mZ);
float dist = -1; //hack to indicate first time, to construct a new path
if(!mPathFinder.getPath().empty()) if(!mPathFinder.getPath().empty())
{ {
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back(); ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ); Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length()); dist = (newPathTarget - currPathTarget).length();
} }
else dist = 1e+38F; // necessarily construct a new path
float targetPosThreshold; float targetPosThreshold = (actor.getCell()->getCell()->isExterior())? 300 : 100;
bool isOutside = actor.getCell()->getCell()->isExterior();
if (isOutside)
targetPosThreshold = 300;
else
targetPosThreshold = 100;
if((dist < 0) || (dist > targetPosThreshold)) //construct new path only if target has moved away more than on [targetPosThreshold]
if(dist > targetPosThreshold)
{ {
//construct new path only if target has moved away more than on <targetPosThreshold>
ESM::Position pos = actor.getRefData().getPosition(); ESM::Position pos = actor.getRefData().getPosition();
ESM::Pathgrid::Point start; ESM::Pathgrid::Point start;
@ -332,17 +409,18 @@ namespace MWMechanics
start.mY = pos.pos[1]; start.mY = pos.pos[1];
start.mZ = pos.pos[2]; start.mZ = pos.pos[2];
ESM::Pathgrid::Point dest;
dest.mX = newPathTarget.x;
dest.mY = newPathTarget.y;
dest.mZ = newPathTarget.z;
if(!mPathFinder.isPathConstructed()) if(!mPathFinder.isPathConstructed())
mPathFinder.buildPath(start, dest, actor.getCell(), isOutside); mPathFinder.buildPath(start, dest, actor.getCell(), false);
else else
{ {
PathFinder newPathFinder; PathFinder newPathFinder;
newPathFinder.buildPath(start, dest, actor.getCell(), isOutside); newPathFinder.buildPath(start, dest, actor.getCell(), false);
//TO EXPLORE:
//maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path,
//not the actual path length. Here we should know if the new path is actually more effective.
//if(pathFinder2.getPathSize() < mPathFinder.getPathSize())
if(!mPathFinder.getPath().empty()) if(!mPathFinder.getPath().empty())
{ {
newPathFinder.syncStart(mPathFinder.getPath()); newPathFinder.syncStart(mPathFinder.getPath());

@ -43,8 +43,11 @@ namespace MWMechanics
bool mReadyToAttack, mStrike; bool mReadyToAttack, mStrike;
bool mFollowTarget; bool mFollowTarget;
bool mCombatMove; bool mCombatMove;
bool mRotate;
bool mForceNoShortcut;
ESM::Position mShortcutFailPos;
ESM::Position mLastPos;
MWMechanics::Movement mMovement; MWMechanics::Movement mMovement;
MWWorld::Ptr mTarget; MWWorld::Ptr mTarget;

@ -384,22 +384,21 @@ namespace MWMechanics
return false; return false;
} }
void PathFinder::syncStart(const std::list<ESM::Pathgrid::Point> &path) bool PathFinder::syncStart(const std::list<ESM::Pathgrid::Point> &path)
{ {
if (mPath.size() < 2) if (mPath.size() < 2)
return; //nothing to pop return false; //nothing to pop
std::list<ESM::Pathgrid::Point>::const_iterator oldStart = path.begin(); std::list<ESM::Pathgrid::Point>::const_iterator oldStart = path.begin();
std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin(); std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin();
if( (*iter).mX == oldStart->mX if( (*iter).mX == oldStart->mX
&& (*iter).mY == oldStart->mY && (*iter).mY == oldStart->mY
&& (*iter).mZ == oldStart->mZ && (*iter).mZ == oldStart->mZ)
&& (*iter).mAutogenerated == oldStart->mAutogenerated
&& (*iter).mConnectionNum == oldStart->mConnectionNum )
{ {
mPath.pop_front(); mPath.pop_front();
return true;
} }
return false;
} }
} }

@ -64,10 +64,15 @@ namespace MWMechanics
return mPath; return mPath;
} }
//When first point of newly created path is the nearest to actor point, then /** Synchronize new path with old one to avoid visiting 1 waypoint 2 times
//the cituation can occure when this point is undesirable (if the 2nd point of new path == the 1st point of old path) @note
//This functions deletes that point. If the first point is chosen as the nearest one
void syncStart(const std::list<ESM::Pathgrid::Point> &path); the cituation can occure when the 1st point of the new path is undesirable
(i.e. the 2nd point of new path == the 1st point of old path).
@param path - old path
@return true if such point was found and deleted
*/
bool syncStart(const std::list<ESM::Pathgrid::Point> &path);
void addPointToPath(ESM::Pathgrid::Point &point) void addPointToPath(ESM::Pathgrid::Point &point)
{ {

@ -31,8 +31,7 @@ bool zTurn(const MWWorld::Ptr& actor, Ogre::Radian targetAngle)
if (absDiff < epsilon) if (absDiff < epsilon)
return true; return true;
// Max. speed of 10 radian per sec Ogre::Radian limit = MAX_VEL_ANGULAR * MWBase::Environment::get().getFrameDuration();
Ogre::Radian limit = Ogre::Radian(10) * MWBase::Environment::get().getFrameDuration();
if (absDiff > limit) if (absDiff > limit)
diff = Ogre::Math::Sign(diff) * limit; diff = Ogre::Math::Sign(diff) * limit;

@ -10,6 +10,9 @@ class Ptr;
namespace MWMechanics namespace MWMechanics
{ {
// Max rotating speed, radian/sec
const Ogre::Radian MAX_VEL_ANGULAR(10);
/// configure rotation settings for an actor to reach this target angle (eventually) /// configure rotation settings for an actor to reach this target angle (eventually)
/// @return have we reached the target angle? /// @return have we reached the target angle?
bool zTurn(const MWWorld::Ptr& actor, Ogre::Radian targetAngle); bool zTurn(const MWWorld::Ptr& actor, Ogre::Radian targetAngle);

@ -1893,6 +1893,19 @@ namespace MWWorld
return false; return false;
} }
float World::getDistToNearestRayHit(const Ogre::Vector3& from, const Ogre::Vector3& dir, float maxDist)
{
btVector3 btFrom(from.x, from.y, from.z);
btVector3 btTo = btVector3(dir.x, dir.y, dir.z);
btTo.normalize();
btTo = btFrom + btTo * maxDist;
std::pair<std::string, float> result = mPhysEngine->rayTest(btFrom, btTo, false);
if(result.second == -1) return maxDist;
else return result.second*(btTo-btFrom).length();
}
void World::enableActorCollision(const MWWorld::Ptr& actor, bool enable) void World::enableActorCollision(const MWWorld::Ptr& actor, bool enable)
{ {
OEngine::Physic::PhysicActor *physicActor = mPhysEngine->getCharacter(actor.getRefData().getHandle()); OEngine::Physic::PhysicActor *physicActor = mPhysEngine->getCharacter(actor.getRefData().getHandle());

@ -510,6 +510,8 @@ namespace MWWorld
virtual bool getLOS(const MWWorld::Ptr& npc,const MWWorld::Ptr& targetNpc); virtual bool getLOS(const MWWorld::Ptr& npc,const MWWorld::Ptr& targetNpc);
///< get Line of Sight (morrowind stupid implementation) ///< get Line of Sight (morrowind stupid implementation)
virtual float getDistToNearestRayHit(const Ogre::Vector3& from, const Ogre::Vector3& dir, float maxDist);
virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable); virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);
virtual int canRest(); virtual int canRest();

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