#include "aifollow.hpp" #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "steering.hpp" namespace { osg::Vec3f::value_type getHalfExtents(const MWWorld::ConstPtr& actor) { if(actor.getClass().isNpc()) return 64; return MWBase::Environment::get().getWorld()->getHalfExtents(actor).y(); } } namespace MWMechanics { int AiFollow::mFollowIndexCounter = 0; AiFollow::AiFollow(const std::string &actorId, float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++) { mTargetActorRefId = actorId; } AiFollow::AiFollow(const std::string &actorId, const std::string &cellId, float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++) { mTargetActorRefId = actorId; } AiFollow::AiFollow(const MWWorld::Ptr& actor, float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++) { mTargetActorRefId = actor.getCellRef().getRefId(); mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId(); } AiFollow::AiFollow(const MWWorld::Ptr& actor, const std::string &cellId, float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++) { mTargetActorRefId = actor.getCellRef().getRefId(); mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId(); } AiFollow::AiFollow(const MWWorld::Ptr& actor, bool commanded) : TypedAiPackage(makeDefaultOptions().withShouldCancelPreviousAi(!commanded)) , mAlwaysFollow(true), mDuration(0), mRemainingDuration(0), mX(0), mY(0), mZ(0) , mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++) { mTargetActorRefId = actor.getCellRef().getRefId(); mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId(); } AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow) : TypedAiPackage(makeDefaultOptions().withShouldCancelPreviousAi(!follow->mCommanded)) , mAlwaysFollow(follow->mAlwaysFollow) // mDuration isn't saved in the save file, so just giving it "1" for now if the package had a duration. // The exact value of mDuration only matters for repeating packages. // Previously mRemainingDuration could be negative even when mDuration was 0. Checking for > 0 should fix old saves. , mDuration(follow->mRemainingDuration) , mRemainingDuration(follow->mRemainingDuration) , mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ) , mCellId(follow->mCellId), mActive(follow->mActive), mFollowIndex(mFollowIndexCounter++) { mTargetActorRefId = follow->mTargetId; mTargetActorId = follow->mTargetActorId; } bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { const MWWorld::Ptr target = getTarget(); // Target is not here right now, wait for it to return // Really we should be checking whether the target is currently registered with the MechanicsManager if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled()) return false; actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); AiFollowStorage& storage = state.get(); bool& rotate = storage.mTurnActorToTarget; if (rotate) { if (zTurn(actor, storage.mTargetAngleRadians)) rotate = false; return false; } /* Start of tes3mp addition If this follow package is set to allow for any distance, skip the checks below */ if (mIgnoreDistance) mActive = true; /* End of tes3mp addition */ const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); const osg::Vec3f targetPos(target.getRefData().getPosition().asVec3()); const osg::Vec3f targetDir = targetPos - actorPos; // AiFollow requires the target to be in range and within sight for the initial activation if (!mActive) { storage.mTimer -= duration; if (storage.mTimer < 0) { if (targetDir.length2() < 500*500 && MWBase::Environment::get().getWorld()->getLOS(actor, target)) mActive = true; storage.mTimer = 0.5f; } } if (!mActive) return false; // In the original engine the first follower stays closer to the player than any subsequent followers. // Followers beyond the first usually attempt to stand inside each other. osg::Vec3f::value_type floatingDistance = 0; auto followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingByIndex(target); if (followers.size() >= 2 && followers.cbegin()->first != mFollowIndex) { for(auto& follower : followers) { auto halfExtent = getHalfExtents(follower.second); if(halfExtent > floatingDistance) floatingDistance = halfExtent; } floatingDistance += 128; } floatingDistance += getHalfExtents(target) + 64; floatingDistance += getHalfExtents(actor) * 2; short followDistance = static_cast(floatingDistance); if (!mAlwaysFollow) //Update if you only follow for a bit { //Check if we've run out of time if (mDuration > 0) { mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600); if (mRemainingDuration <= 0) { mRemainingDuration = mDuration; return true; } } osg::Vec3f finalPos(mX, mY, mZ); if ((actorPos-finalPos).length2() < followDistance*followDistance) //Close-ish to final position { if (actor.getCell()->isExterior()) //Outside? { if (mCellId == "") //No cell to travel to return true; } else { if (mCellId == actor.getCell()->getCell()->mName) //Cell to travel to return true; } } } short baseFollowDistance = followDistance; short threshold = 30; // to avoid constant switching between moving/stopping if (storage.mMoving) followDistance -= threshold; else followDistance += threshold; if (targetDir.length2() <= followDistance * followDistance) { float faceAngleRadians = std::atan2(targetDir.x(), targetDir.y()); if (!zTurn(actor, faceAngleRadians, osg::DegreesToRadians(45.f))) { storage.mTargetAngleRadians = faceAngleRadians; storage.mTurnActorToTarget = true; } return false; } storage.mMoving = !pathTo(actor, targetPos, duration, baseFollowDistance); // Go to the destination if (storage.mMoving) { //Check if you're far away if (targetDir.length2() > 450 * 450) actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run else if (targetDir.length2() < 325 * 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshold actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk } return false; } std::string AiFollow::getFollowedActor() { return mTargetActorRefId; } bool AiFollow::isCommanded() const { return !mOptions.mShouldCancelPreviousAi; } void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const { std::unique_ptr follow(new ESM::AiSequence::AiFollow()); follow->mData.mX = mX; follow->mData.mY = mY; follow->mData.mZ = mZ; follow->mTargetId = mTargetActorRefId; follow->mTargetActorId = mTargetActorId; follow->mRemainingDuration = mRemainingDuration; follow->mCellId = mCellId; follow->mAlwaysFollow = mAlwaysFollow; follow->mCommanded = isCommanded(); follow->mActive = mActive; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Follow; package.mPackage = follow.release(); sequence.mPackages.push_back(package); } int AiFollow::getFollowIndex() const { return mFollowIndex; } void AiFollow::fastForward(const MWWorld::Ptr& actor, AiState &state) { // Update duration counter if this package has a duration if (mDuration > 0) mRemainingDuration--; } /* Start of tes3mp addition Make it possible to allow following from any distance */ void AiFollow::allowAnyDistance(bool state) { mIgnoreDistance = state; } /* End of tes3mp addition */ }