#include "aisequence.hpp" #include #include "aipackage.hpp" #include "aistate.hpp" #include "aiwander.hpp" #include "aiescort.hpp" #include "aitravel.hpp" #include "aifollow.hpp" #include "aiactivate.hpp" #include "aicombat.hpp" #include "aipursue.hpp" #include "actorutil.hpp" #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" namespace MWMechanics { void AiSequence::copy (const AiSequence& sequence) { for (std::list::const_iterator iter (sequence.mPackages.begin()); iter!=sequence.mPackages.end(); ++iter) mPackages.push_back ((*iter)->clone()); } AiSequence::AiSequence() : mDone (false), mLastAiPackage(-1) {} AiSequence::AiSequence (const AiSequence& sequence) { copy (sequence); mDone = sequence.mDone; mLastAiPackage = sequence.mLastAiPackage; } AiSequence& AiSequence::operator= (const AiSequence& sequence) { if (this!=&sequence) { clear(); copy (sequence); mDone = sequence.mDone; mLastAiPackage = sequence.mLastAiPackage; } return *this; } AiSequence::~AiSequence() { clear(); } int AiSequence::getTypeId() const { if (mPackages.empty()) return -1; return mPackages.front()->getTypeId(); } bool AiSequence::getCombatTarget(MWWorld::Ptr &targetActor) const { if (getTypeId() != AiPackage::TypeIdCombat) return false; targetActor = mPackages.front()->getTarget(); return !targetActor.isEmpty(); } std::list::const_iterator AiSequence::begin() const { return mPackages.begin(); } std::list::const_iterator AiSequence::end() const { return mPackages.end(); } std::list::const_iterator AiSequence::erase(std::list::const_iterator package) { // Not sure if manually terminated packages should trigger mDone, probably not? for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if (package == it) { AiPackage* package = *it; delete package; return mPackages.erase(it); } } throw std::runtime_error("can't find package to erase"); } bool AiSequence::isInCombat() const { for(std::list::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == AiPackage::TypeIdCombat) return true; } return false; } bool AiSequence::isInCombat(const MWWorld::Ptr &actor) const { for(std::list::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == AiPackage::TypeIdCombat) { if ((*it)->getTarget() == actor) return true; } } return false; } void AiSequence::stopCombat() { for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ) { if ((*it)->getTypeId() == AiPackage::TypeIdCombat) { delete *it; it = mPackages.erase(it); } else ++it; } } void AiSequence::stopPursuit() { for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ) { if ((*it)->getTypeId() == AiPackage::TypeIdPursue) { delete *it; it = mPackages.erase(it); } else ++it; } } bool AiSequence::isPackageDone() const { return mDone; } void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { if(actor != getPlayer()) { if (mPackages.empty()) { mLastAiPackage = -1; return; } MWMechanics::AiPackage* package = mPackages.front(); mLastAiPackage = package->getTypeId(); // if active package is combat one, choose nearest target if (mLastAiPackage == AiPackage::TypeIdCombat) { std::list::iterator itActualCombat; float nearestDist = std::numeric_limits::max(); osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3(); for(std::list::iterator it = mPackages.begin(); it != mPackages.end();) { if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break; MWWorld::Ptr target = static_cast(*it)->getTarget(); // target disappeared (e.g. summoned creatures) if (target.isEmpty()) { delete *it; it = mPackages.erase(it); } else { const ESM::Position &targetPos = target.getRefData().getPosition(); float distTo = (targetPos.asVec3() - vActorPos).length(); // Small threshold for changing target if (it == mPackages.begin()) distTo = std::max(0.f, distTo - 50.f); if (distTo < nearestDist) { nearestDist = distTo; itActualCombat = it; } ++it; } } if (!mPackages.empty()) { if (nearestDist < std::numeric_limits::max() && mPackages.begin() != itActualCombat) { // move combat package with nearest target to the front mPackages.splice(mPackages.begin(), mPackages, itActualCombat); } package = mPackages.front(); mLastAiPackage = package->getTypeId(); } else { mDone = true; return; } } if (package->execute (actor,characterController,state,duration)) { // To account for the rare case where AiPackage::execute() queued another AI package // (e.g. AiPursue executing a dialogue script that uses startCombat) std::list::iterator toRemove = std::find(mPackages.begin(), mPackages.end(), package); mPackages.erase(toRemove); delete package; mDone = true; } else { mDone = false; } } } void AiSequence::clear() { for (std::list::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter) delete *iter; mPackages.clear(); } void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor) { if (actor == getPlayer()) throw std::runtime_error("Can't add AI packages to player"); if (package.getTypeId() == AiPackage::TypeIdCombat || package.getTypeId() == AiPackage::TypeIdPursue) { // Notify AiWander of our current position so we can return to it after combat finished for (std::list::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter) { if((*iter)->getTypeId() == AiPackage::TypeIdCombat && package.getTypeId() == AiPackage::TypeIdCombat && (*iter)->getTarget() == (&package)->getTarget()) { return; // already in combat with this actor } else if ((*iter)->getTypeId() == AiPackage::TypeIdWander) static_cast(*iter)->setReturnPosition(actor.getRefData().getPosition().asVec3()); } } // remove previous packages if required if (package.shouldCancelPreviousAi()) { for(std::list::iterator it = mPackages.begin(); it != mPackages.end();) { if((*it)->canCancel()) { delete *it; it = mPackages.erase(it); } else ++it; } } // insert new package in correct place depending on priority for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if((*it)->getPriority() <= package.getPriority()) { mPackages.insert(it,package.clone()); return; } } mPackages.push_front (package.clone()); } AiPackage* MWMechanics::AiSequence::getActivePackage() { if(mPackages.empty()) throw std::runtime_error(std::string("No AI Package!")); else return mPackages.front(); } void AiSequence::fill(const ESM::AIPackageList &list) { for (std::vector::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it) { MWMechanics::AiPackage* package; if (it->mType == ESM::AI_Wander) { ESM::AIWander data = it->mWander; std::vector idles; idles.reserve(8); for (int i=0; i<8; ++i) idles.push_back(data.mIdle[i]); package = new MWMechanics::AiWander(data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat != 0); } else if (it->mType == ESM::AI_Escort) { ESM::AITarget data = it->mTarget; package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ); } else if (it->mType == ESM::AI_Travel) { ESM::AITravel data = it->mTravel; package = new MWMechanics::AiTravel(data.mX, data.mY, data.mZ); } else if (it->mType == ESM::AI_Activate) { ESM::AIActivate data = it->mActivate; package = new MWMechanics::AiActivate(data.mName.toString()); } else //if (it->mType == ESM::AI_Follow) { ESM::AITarget data = it->mTarget; package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ); } mPackages.push_back(package); } } void AiSequence::writeState(ESM::AiSequence::AiSequence &sequence) const { for (std::list::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter) { (*iter)->writeState(sequence); } } void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence) { if (!sequence.mPackages.empty()) clear(); for (std::vector::const_iterator it = sequence.mPackages.begin(); it != sequence.mPackages.end(); ++it) { std::auto_ptr package (NULL); switch (it->mType) { case ESM::AiSequence::Ai_Wander: { package.reset(new AiWander(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Travel: { package.reset(new AiTravel(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Escort: { package.reset(new AiEscort(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Follow: { package.reset(new AiFollow(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Activate: { package.reset(new AiActivate(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Combat: { package.reset(new AiCombat(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Pursue: { package.reset(new AiPursue(static_cast(it->mPackage))); break; } default: break; } if (!package.get()) continue; // remove previous packages if required if (package->shouldCancelPreviousAi()) { for(std::list::iterator it = mPackages.begin(); it != mPackages.end();) { if((*it)->canCancel()) { delete *it; it = mPackages.erase(it); } else ++it; } } mPackages.push_back(package.release()); } } void AiSequence::fastForward(const MWWorld::Ptr& actor, AiState& state) { if (!mPackages.empty()) { MWMechanics::AiPackage* package = mPackages.front(); package->fastForward(actor, state); } } } // namespace MWMechanics