#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 #include "steering.hpp" MWMechanics::AiPackage::~AiPackage() {} bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration) { //Update various Timers mTimer = mTimer + duration; //Update timer mStuckTimer = mStuckTimer + duration; //Update stuck timer mTotalTime = mTotalTime + duration; //Update total time following ESM::Position pos = actor.getRefData().getPosition(); //position of the actor /// Stops the actor when it gets too close to a unloaded cell { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); const ESM::Cell *cell = actor.getCell()->getCell(); 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) { mPathFinder.buildPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved 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(mStuckTimer>0.5) //Checks every half of a second { if(distance(start, mStuckPos.pos[0], mStuckPos.pos[1], mStuckPos.pos[2]) < 10) //NPC hasn't moved much is half a second, he's stuck mPathFinder.buildPath(start, dest, actor.getCell(), true); mStuckTimer = 0; mStuckPos = pos; } //Checks if the path isn't over, turn tomards the direction that you're going if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2])) { zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); } }