#include "aipackage.hpp" #include #include #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/action.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/inventorystore.hpp" #include "pathgrid.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "steering.hpp" #include "actorutil.hpp" #include "coordinateconverter.hpp" #include MWMechanics::AiPackage::~AiPackage() {} MWMechanics::AiPackage::AiPackage() : mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild mTargetActorRefId(""), mTargetActorId(-1), mRotateOnTheRunChecks(0), mIsShortcutting(false), mShortcutProhibited(false), mShortcutFailPos() { } MWWorld::Ptr MWMechanics::AiPackage::getTarget() const { if (mTargetActorId == -2) return MWWorld::Ptr(); if (mTargetActorId == -1) { MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false); if (target.isEmpty()) { mTargetActorId = -2; return target; } else mTargetActorId = target.getClass().getCreatureStats(target).getActorId(); } if (mTargetActorId != -1) return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); else return MWWorld::Ptr(); } bool MWMechanics::AiPackage::sideWithTarget() const { return false; } bool MWMechanics::AiPackage::followTargetThroughDoors() const { return false; } bool MWMechanics::AiPackage::canCancel() const { return true; } bool MWMechanics::AiPackage::shouldCancelPreviousAi() const { return true; } bool MWMechanics::AiPackage::getRepeat() const { return false; } void MWMechanics::AiPackage::reset() { // reset all members mTimer = AI_REACTION_TIME + 1.0f; mIsShortcutting = false; mShortcutProhibited = false; mShortcutFailPos = osg::Vec3f(); mPathFinder.clearPath(); mObstacleCheck.clear(); } bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration, float destTolerance) { mTimer += duration; //Update timer const osg::Vec3f position = actor.getRefData().getPosition().asVec3(); //position of the actor MWBase::World* world = MWBase::Environment::get().getWorld(); const osg::Vec3f halfExtents = world->getHalfExtents(actor); /// Stops the actor when it gets too close to a unloaded cell //... At current time, this test is unnecessary. AI shuts down when actor is more than "actors processing range" setting value //... units from player, and exterior cells are 8192 units long and wide. //... But AI processing distance may increase in the future. if (isNearInactiveCell(position)) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest); return false; } const float distToTarget = distance(position, dest); const bool isDestReached = (distToTarget <= destTolerance); if (!isDestReached && mTimer > AI_REACTION_TIME) { if (actor.getClass().isBipedal(actor)) openDoors(actor); const bool wasShortcutting = mIsShortcutting; bool destInLOS = false; const bool actorCanMoveByZ = canActorMoveByZAxis(actor); // Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions. mIsShortcutting = actorCanMoveByZ && shortcutPath(position, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first if (!mIsShortcutting) { if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path { const auto pathfindingHalfExtents = world->getPathfindingHalfExtents(actor); mPathFinder.buildPath(actor, position, dest, actor.getCell(), getPathGridGraph(actor.getCell()), pathfindingHalfExtents, getNavigatorFlags(actor)); mRotateOnTheRunChecks = 3; // give priority to go directly on target if there is minimal opportunity if (destInLOS && mPathFinder.getPath().size() > 1) { // get point just before dest auto pPointBeforeDest = mPathFinder.getPath().rbegin() + 1; // if start point is closer to the target then last point of path (excluding target itself) then go straight on the target if (distance(position, dest) <= distance(dest, *pPointBeforeDest)) { mPathFinder.clearPath(); mPathFinder.addPointToPath(dest); } } } if (!mPathFinder.getPath().empty()) //Path has points in it { const osg::Vec3f& lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path if(distance(dest, lastPos) > 100) //End of the path is far from the destination mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go } } mTimer = 0; } const float actorTolerance = 2 * actor.getClass().getSpeed(actor) * duration + 1.2 * std::max(halfExtents.x(), halfExtents.y()); const float pointTolerance = std::max(MIN_TOLERANCE, actorTolerance); mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE); if (isDestReached || mPathFinder.checkPathCompleted()) // if path is finished { // turn to destination point zTurn(actor, getZAngleToPoint(position, dest)); smoothTurn(actor, getXAngleToPoint(position, dest), 0); world->removeActorPath(actor); return true; } world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest); if (mRotateOnTheRunChecks == 0 || isReachableRotatingOnTheRun(actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point { actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target if (mRotateOnTheRunChecks > 0) mRotateOnTheRunChecks--; } // turn to next path point by X,Z axes zTurn(actor, mPathFinder.getZAngleToNext(position.x(), position.y())); smoothTurn(actor, mPathFinder.getXAngleToNext(position.x(), position.y(), position.z()), 0); mObstacleCheck.update(actor, duration); // handle obstacles on the way evadeObstacles(actor); return false; } void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor) { // check if stuck due to obstacles if (!mObstacleCheck.isEvading()) return; // first check if obstacle is a door static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); const MWWorld::Ptr door = getNearbyDoor(actor, distance); if (!door.isEmpty() && actor.getClass().isBipedal(actor)) { openDoors(actor); } else { mObstacleCheck.takeEvasiveAction(actor.getClass().getMovementSettings(actor)); } } void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor) { MWBase::World* world = MWBase::Environment::get().getWorld(); static float distance = world->getMaxActivationDistance(); const MWWorld::Ptr door = getNearbyDoor(actor, distance); if (door == MWWorld::Ptr()) return; // note: AiWander currently does not open doors if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == MWWorld::DoorState::Idle) { if ((door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 )) { world->activate(door, actor); return; } const std::string keyId = door.getCellRef().getKey(); if (keyId.empty()) return; MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor); MWWorld::Ptr keyPtr = invStore.search(keyId); if (!keyPtr.isEmpty()) world->activate(door, actor); } } const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const MWWorld::CellStore *cell) { const ESM::CellId& id = cell->getCell()->getCellId(); // static cache is OK for now, pathgrids can never change during runtime typedef std::map > CacheMap; static CacheMap cache; CacheMap::iterator found = cache.find(id); if (found == cache.end()) { cache.insert(std::make_pair(id, std::make_unique(MWMechanics::PathgridGraph(cell)))); } return *cache[id].get(); } bool MWMechanics::AiPackage::shortcutPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear) { if (!mShortcutProhibited || (mShortcutFailPos - startPoint).length() >= PATHFIND_SHORTCUT_RETRY_DIST) { // check if target is clearly visible isPathClear = !MWBase::Environment::get().getWorld()->castRay( startPoint.x(), startPoint.y(), startPoint.z(), endPoint.x(), endPoint.y(), endPoint.z()); if (destInLOS != nullptr) *destInLOS = isPathClear; if (!isPathClear) return false; // check if an actor can move along the shortcut path isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor); } if (isPathClear) // can shortcut the path { mPathFinder.clearPath(); mPathFinder.addPointToPath(endPoint); return true; } return false; } bool MWMechanics::AiPackage::checkWayIsClearForActor(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor) { if (canActorMoveByZAxis(actor)) return true; const float actorSpeed = actor.getClass().getSpeed(actor); const float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / getAngularVelocity(actorSpeed) * 2; // *2 - for reliability const float distToTarget = osg::Vec2f(endPoint.x(), endPoint.y()).length(); const float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2; // update shortcut prohibit state if (checkWayIsClear(startPoint, endPoint, offsetXY)) { if (mShortcutProhibited) { mShortcutProhibited = false; mShortcutFailPos = osg::Vec3f(); } return true; } else { if (mShortcutFailPos == osg::Vec3f()) { mShortcutProhibited = true; mShortcutFailPos = startPoint; } } return false; } bool MWMechanics::AiPackage::doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::CellStore* currentCell) { return mPathFinder.getPath().empty() || (distance(mPathFinder.getPath().back(), newDest) > 10) || mPathFinder.getPathCell() != currentCell; } bool MWMechanics::AiPackage::isNearInactiveCell(osg::Vec3f position) { const ESM::Cell* playerCell(getPlayer().getCell()->getCell()); if (playerCell->isExterior()) { // get actor's distance from origin of center cell CoordinateConverter(playerCell).toLocal(position); // currently assumes 3 x 3 grid for exterior cells, with player at center cell. // ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells // AI shuts down actors before they reach edges of 3 x 3 grid. const float distanceFromEdge = 200.0; float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge; float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge; return (position.x() < minThreshold) || (maxThreshold < position.x()) || (position.y() < minThreshold) || (maxThreshold < position.y()); } else { return false; } } bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& dest) { // get actor's shortest radius for moving in circle float speed = actor.getClass().getSpeed(actor); speed += speed * 0.1f; // 10% real speed inaccuracy float radius = speed / getAngularVelocity(speed); // get radius direction to the center const float* rot = actor.getRefData().getPosition().rot; osg::Quat quatRot(rot[0], -osg::X_AXIS, rot[1], -osg::Y_AXIS, rot[2], -osg::Z_AXIS); osg::Vec3f dir = quatRot * osg::Y_AXIS; // actor's orientation direction is a tangent to circle osg::Vec3f radiusDir = dir ^ osg::Z_AXIS; // radius is perpendicular to a tangent radiusDir.normalize(); radiusDir *= radius; // pick up the nearest center candidate osg::Vec3f pos = actor.getRefData().getPosition().asVec3(); osg::Vec3f center1 = pos - radiusDir; osg::Vec3f center2 = pos + radiusDir; osg::Vec3f center = (center1 - dest).length2() < (center2 - dest).length2() ? center1 : center2; float distToDest = (center - dest).length(); // if pathpoint is reachable for the actor rotating on the run: // no points of actor's circle should be farther from the center than destination point return (radius <= distToDest); } DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::Ptr& actor) const { const MWWorld::Class& actorClass = actor.getClass(); DetourNavigator::Flags result = DetourNavigator::Flag_none; if (actorClass.isPureWaterCreature(actor) || (getTypeId() != TypeIdWander && actorClass.canSwim(actor))) result |= DetourNavigator::Flag_swim; if (actorClass.canWalk(actor)) result |= DetourNavigator::Flag_walk; if (actorClass.isBipedal(actor) && getTypeId() != TypeIdWander) result |= DetourNavigator::Flag_openDoor; return result; }