#include "aipackage.hpp" #include #include #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/action.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/inventorystore.hpp" #include "pathgrid.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "steering.hpp" #include "actorutil.hpp" #include "coordinateconverter.hpp" #include MWMechanics::AiPackage::~AiPackage() {} MWMechanics::AiPackage::AiPackage() : mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild mTargetActorRefId(""), mTargetActorId(-1), mRotateOnTheRunChecks(0), mIsShortcutting(false), mShortcutProhibited(false), mShortcutFailPos() { } MWWorld::Ptr MWMechanics::AiPackage::getTarget() const { if (mTargetActorId == -2) return MWWorld::Ptr(); if (mTargetActorId == -1) { MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false); if (target.isEmpty()) { mTargetActorId = -2; return target; } else mTargetActorId = target.getClass().getCreatureStats(target).getActorId(); } if (mTargetActorId != -1) return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); else return MWWorld::Ptr(); } bool MWMechanics::AiPackage::sideWithTarget() const { return false; } bool MWMechanics::AiPackage::followTargetThroughDoors() const { return false; } bool MWMechanics::AiPackage::canCancel() const { return true; } bool MWMechanics::AiPackage::shouldCancelPreviousAi() const { return true; } bool MWMechanics::AiPackage::getRepeat() const { return false; } void MWMechanics::AiPackage::reset() { // reset all members mTimer = AI_REACTION_TIME + 1.0f; mIsShortcutting = false; mShortcutProhibited = false; mShortcutFailPos = ESM::Pathgrid::Point(); mPathFinder.clearPath(); mObstacleCheck.clear(); } bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance) { 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; } // handle path building and shortcutting ESM::Pathgrid::Point start = pos.pos; float distToTarget = distance(start, dest); bool isDestReached = (distToTarget <= destTolerance); if (!isDestReached && mTimer > AI_REACTION_TIME) { if (actor.getClass().isBipedal(actor)) openDoors(actor); bool wasShortcutting = mIsShortcutting; bool destInLOS = false; 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); // Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions. if (actorCanMoveByZ || getTypeId() != TypeIdWander) mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first if (!mIsShortcutting) { if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path { mPathFinder.buildSyncedPath(start, dest, actor.getCell(), getPathGridGraph(actor.getCell())); mRotateOnTheRunChecks = 3; // 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; } if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1])) // if path is finished { // turn to destination point zTurn(actor, getZAngleToPoint(start, dest)); smoothTurn(actor, getXAngleToPoint(start, dest), 0); return true; } else { if (mRotateOnTheRunChecks == 0 || isReachableRotatingOnTheRun(actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point { actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target if (mRotateOnTheRunChecks > 0) mRotateOnTheRunChecks--; } // handle obstacles on the way evadeObstacles(actor, duration, pos); } // turn to next path point by X,Z axes zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); smoothTurn(actor, mPathFinder.getXAngleToNext(pos.pos[0], pos.pos[1], pos.pos[2]), 0); 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); // check if stuck due to obstacles if (!mObstacleCheck.check(actor, duration)) return; // first check if obstacle is a door static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); const MWWorld::Ptr door = getNearbyDoor(actor, distance); if (!door.isEmpty() && actor.getClass().isBipedal(actor)) { openDoors(actor); } else { mObstacleCheck.takeEvasiveAction(movement); } } void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor) { static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); const MWWorld::Ptr door = getNearbyDoor(actor, distance); if (door == MWWorld::Ptr()) return; // note: AiWander currently does not open doors if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == 0) { if ((door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 )) { MWBase::Environment::get().getWorld()->activate(door, actor); return; } const std::string keyId = door.getCellRef().getKey(); if (keyId.empty()) return; MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor); MWWorld::Ptr keyPtr = invStore.search(keyId); if (!keyPtr.isEmpty()) MWBase::Environment::get().getWorld()->activate(door, actor); } } const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const MWWorld::CellStore *cell) { const ESM::CellId& id = cell->getCell()->getCellId(); // static cache is OK for now, pathgrids can never change during runtime typedef std::map > CacheMap; static CacheMap cache; CacheMap::iterator found = cache.find(id); if (found == cache.end()) { cache.insert(std::make_pair(id, std::unique_ptr(new MWMechanics::PathgridGraph(cell)))); } return *cache[id].get(); } bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear) { if (!mShortcutProhibited || (PathFinder::MakeOsgVec3(mShortcutFailPos) - PathFinder::MakeOsgVec3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST) { // check if target is clearly visible 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_RADIANS * 2; // *2 - for reliability osg::Vec3f::value_type distToTarget = osg::Vec3f(static_cast(endPoint.mX), static_cast(endPoint.mY), 0).length(); float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2; bool isClear = checkWayIsClear(PathFinder::MakeOsgVec3(startPoint), PathFinder::MakeOsgVec3(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(const ESM::Pathgrid::Point& newDest, const MWWorld::CellStore* currentCell) { return mPathFinder.getPath().empty() || (distance(mPathFinder.getPath().back(), newDest) > 10) || mPathFinder.getPathCell() != currentCell; } 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; } } bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest) { // get actor's shortest radius for moving in circle float speed = actor.getClass().getSpeed(actor); speed += speed * 0.1f; // 10% real speed inaccuracy float radius = speed / MAX_VEL_ANGULAR_RADIANS; // get radius direction to the center const float* rot = actor.getRefData().getPosition().rot; osg::Quat quatRot(rot[0], -osg::X_AXIS, rot[1], -osg::Y_AXIS, rot[2], -osg::Z_AXIS); osg::Vec3f dir = quatRot * osg::Y_AXIS; // actor's orientation direction is a tangent to circle osg::Vec3f radiusDir = dir ^ osg::Z_AXIS; // radius is perpendicular to a tangent radiusDir.normalize(); radiusDir *= radius; // pick up the nearest center candidate osg::Vec3f dest_ = PathFinder::MakeOsgVec3(dest); osg::Vec3f pos = actor.getRefData().getPosition().asVec3(); osg::Vec3f center1 = pos - radiusDir; osg::Vec3f center2 = pos + radiusDir; osg::Vec3f center = (center1 - dest_).length2() < (center2 - dest_).length2() ? center1 : center2; float distToDest = (center - dest_).length(); // if pathpoint is reachable for the actor rotating on the run: // no points of actor's circle should be farther from the center than destination point return (radius <= distToDest); }