#include "aipackage.hpp" #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "../mwworld/action.hpp" #include "steering.hpp" MWMechanics::AiPackage::~AiPackage() {} MWMechanics::AiPackage::AiPackage() : mTimer(0.26f), mStuckTimer(0) { //mTimer starts at .26 to force initial pathbuild } bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration) { //Update various Timers mTimer += duration; //Update timer mStuckTimer += duration; //Update stuck timer ESM::Position pos = actor.getRefData().getPosition(); //position of the actor /// Stops the actor when it gets too close to a unloaded cell const ESM::Cell *cell = actor.getCell()->getCell(); { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); Movement &movement = actor.getClass().getMovementSettings(actor); //Ensure pursuer doesn't leave loaded cells if(cell->mData.mX != player.getCell()->getCell()->mData.mX) { int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } if(cell->mData.mY != player.getCell()->getCell()->mData.mY) { int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } } //Start position ESM::Pathgrid::Point start = pos.pos; //*********************** /// Checks if you can't get to the end position at all, adds end position to end of path /// Rebuilds path every quarter of a second, in case the target has moved //*********************** if(mTimer > 0.25) { if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved mPathFinder.buildSyncedPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved mPrevDest = dest; } if(!mPathFinder.getPath().empty()) //Path has points in it { ESM::Pathgrid::Point 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; } //************************ /// Checks if you aren't moving; attempts to unstick you //************************ if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished? return true; else if(mStuckTimer>0.5) //Every half second see if we need to take action to avoid something { /// TODO (tluppi#1#): Use ObstacleCheck here. Not working for some reason //if(mObstacleCheck.check(actor, duration)) { if(distance(start, mStuckPos.pos[0], mStuckPos.pos[1], mStuckPos.pos[2]) < actor.getClass().getSpeed(actor)*0.05 && distance(dest, start) > 20) { //Actually stuck, and far enough away from destination to care // first check if we're walking into a door MWWorld::Ptr door = getNearbyDoor(actor); if(door != MWWorld::Ptr()) // NOTE: checks interior cells only { if(!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty() && door.getClass().getDoorState(door) == 0) { //Open the door if untrapped MWBase::Environment::get().getWorld()->activateDoor(door, 1); } } else // probably walking into another NPC { actor.getClass().getMovementSettings(actor).mPosition[0] = 1; actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // change the angle a bit, too zTurn(actor, osg::DegreesToRadians(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]))); } } else { //Not stuck, so reset things mStuckTimer = 0; mStuckPos = pos; actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward } } else { actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward the rest of the time } zTurn(actor, osg::DegreesToRadians(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); return false; } bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) { return distance(mPrevDest, dest) > 10; }