#include "aipackage.hpp" #include #include #include #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" #include "actorutil.hpp" #include "coordinateconverter.hpp" MWMechanics::AiPackage::~AiPackage() {} MWMechanics::AiPackage::AiPackage() : mTimer(0.26f) { //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 ESM::Position pos = actor.getRefData().getPosition(); //position of the 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 7168 //... units from player, and exterior cells are 8192 units long and wide. //... But AI processing distance may increase in the future. if (isNearInactiveCell(pos)) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return false; } //*********************** /// 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) { const ESM::Cell *cell = actor.getCell()->getCell(); if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved mPathFinder.buildSyncedPath(pos.pos, 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 { evadeObstacles(actor, duration, pos); } return false; } void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos) { zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor); if (mObstacleCheck.check(actor, duration)) { // 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.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) { MWBase::Environment::get().getWorld()->activateDoor(door, 1); } } else // probably walking into another NPC { mObstacleCheck.takeEvasiveAction(movement); } } else { //Not stuck, so reset things movement.mPosition[1] = 1; //Just run forward } } bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) { return distance(mPrevDest, dest) > 10; } bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target) { const MagicEffects& magicEffects(target.getClass().getCreatureStats(target).getMagicEffects()); return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0) || (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75); } bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos) { const ESM::Cell* playerCell(getPlayer().getCell()->getCell()); if (playerCell->isExterior()) { // get actor's distance from origin of center cell osg::Vec3f actorOffset(actorPos.asVec3()); CoordinateConverter(playerCell).toLocal(actorOffset); // 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 // While AI Process distance is 7168, 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 (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0]) || (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]); } else { return false; } }