#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 #include "steering.hpp" MWMechanics::AiPackage::~AiPackage() {} MWMechanics::AiPackage::AiPackage() : mTimer(0.26f), mStuckTimer(0), //mTimer starts at .26 to force initial pathbuild mShortcutProhibited(false), mShortcutFailPos() { } bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance) { //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 [AI_REACTION_TIME] seconds, in case the target has moved //*********************** bool isStuck = distance(start, mStuckPos.pos[0], mStuckPos.pos[1], mStuckPos.pos[2]) < actor.getClass().getSpeed(actor)*0.05 && distance(dest, start) > 20; float distToNextWaypoint = distance(start, dest); bool isDestReached = (distToNextWaypoint <= destTolerance); if (!isDestReached && mTimer > AI_REACTION_TIME) { bool needPathRecalc = doesPathNeedRecalc(dest, cell); bool isWayClear = true; if (!needPathRecalc) // TODO: add check if actor is actually shortcutting { isWayClear = checkWayIsClearForActor(start, dest, actor); // check if current shortcut is safe to follow } if (!isWayClear || needPathRecalc) // Only rebuild path if the target has moved or can't follow current shortcut { bool destInLOS = false; if (isStuck || !isWayClear || !shortcutPath(start, dest, actor, &destInLOS)) { mPathFinder.buildSyncedPath(start, dest, actor.getCell()); // give priority to go directly on target if there is minimal opportunity if (destInLOS && mPathFinder.getPath().size() > 1) { // get point just before dest std::list::const_iterator pPointBeforeDest = mPathFinder.getPath().end(); --pPointBeforeDest; --pPointBeforeDest; // if start point is closer to the target then last point of path (excluding target itself) then go straight on the target if (distance(start, dest) <= distance(dest, *pPointBeforeDest)) { mPathFinder.clearPath(); mPathFinder.addPointToPath(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 (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished? { actor.getClass().getMovementSettings(actor).mPosition[0] = 0; // stop moving actor.getClass().getMovementSettings(actor).mPosition[1] = 0; actor.getClass().getMovementSettings(actor).mPosition[2] = 0; // turn to destination point zTurn(actor, Ogre::Degree(getZAngleToPoint(start, dest))); smoothTurn(actor, Ogre::Degree(getXAngleToPoint(start, dest)), 0); 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 (isStuck) { //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, Ogre::Degree(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 } // turn to next path point by X,Z axes zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); smoothTurn(actor, Ogre::Degree(mPathFinder.getXAngleToNext(pos.pos[0], pos.pos[1], pos.pos[2])), 0); return false; } bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS) { const MWWorld::Class& actorClass = actor.getClass(); MWBase::World* world = MWBase::Environment::get().getWorld(); // check if actor can move along z-axis bool actorCanMoveByZ = (actorClass.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor)) || world->isFlying(actor); // don't use pathgrid when actor can move in 3 dimensions bool isPathClear = actorCanMoveByZ; if (!isPathClear && (!mShortcutProhibited || (PathFinder::MakeOgreVector3(mShortcutFailPos) - PathFinder::MakeOgreVector3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST)) { // take the direct path only if there aren't any obstacles isPathClear = !MWBase::Environment::get().getWorld()->castRay( static_cast(startPoint.mX), static_cast(startPoint.mY), static_cast(startPoint.mZ), static_cast(endPoint.mX), static_cast(endPoint.mY), static_cast(endPoint.mZ)); if (destInLOS != NULL) *destInLOS = isPathClear; if (!isPathClear) return false; // check if an actor can move along the shortcut path isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor); } if (isPathClear) // can shortcut the path { mPathFinder.clearPath(); mPathFinder.addPointToPath(endPoint); return true; } return false; } bool MWMechanics::AiPackage::checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor) { bool actorCanMoveByZ = (actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor)) || MWBase::Environment::get().getWorld()->isFlying(actor); if (actorCanMoveByZ) return true; float actorSpeed = actor.getClass().getSpeed(actor); float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability Ogre::Real distToTarget = Ogre::Vector3(static_cast(endPoint.mX), static_cast(endPoint.mY), 0).length(); float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2; bool isClear = checkWayIsClear(PathFinder::MakeOgreVector3(startPoint), PathFinder::MakeOgreVector3(endPoint), offsetXY); // update shortcut prohibit state if (isClear) { if (mShortcutProhibited) { mShortcutProhibited = false; mShortcutFailPos = ESM::Pathgrid::Point(); } } if (!isClear) { if (mShortcutFailPos.mX == 0 && mShortcutFailPos.mY == 0 && mShortcutFailPos.mZ == 0) { mShortcutProhibited = true; mShortcutFailPos = startPoint; } } return isClear; } bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) { bool needRecalc = distance(mPrevDest, dest) > 10; if (needRecalc) mPrevDest = dest; return needRecalc; }