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openmw-tes3mp/apps/openmw/mwmechanics/aipackage.cpp

405 lines
14 KiB
C++

#include "aipackage.hpp"
#include <components/esm/loadcell.hpp>
#include <components/esm/loadland.hpp>
#include <components/esm/loadmgef.hpp>
#include <components/detournavigator/navigator.hpp>
#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 <osg/Quat>
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 = osg::Vec3f();
mPathFinder.clearPath();
mObstacleCheck.clear();
}
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration, float destTolerance)
{
mTimer += duration; //Update timer
const osg::Vec3f position = actor.getRefData().getPosition().asVec3(); //position of the actor
MWBase::World* world = MWBase::Environment::get().getWorld();
const osg::Vec3f halfExtents = world->getHalfExtents(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 "actors processing range" setting value
//... units from player, and exterior cells are 8192 units long and wide.
//... But AI processing distance may increase in the future.
if (isNearInactiveCell(position))
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest);
return false;
}
const float distToTarget = distance(position, dest);
const bool isDestReached = (distToTarget <= destTolerance);
if (!isDestReached && mTimer > AI_REACTION_TIME)
{
if (actor.getClass().isBipedal(actor))
openDoors(actor);
const bool wasShortcutting = mIsShortcutting;
bool destInLOS = false;
const bool actorCanMoveByZ = canActorMoveByZAxis(actor);
// Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions.
mIsShortcutting = actorCanMoveByZ
&& shortcutPath(position, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first
if (!mIsShortcutting)
{
if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path
{
const auto pathfindingHalfExtents = world->getPathfindingHalfExtents(actor);
mPathFinder.buildPath(actor, position, dest, actor.getCell(), getPathGridGraph(actor.getCell()),
pathfindingHalfExtents, getNavigatorFlags(actor));
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
auto pPointBeforeDest = mPathFinder.getPath().rbegin() + 1;
// if start point is closer to the target then last point of path (excluding target itself) then go straight on the target
if (distance(position, dest) <= distance(dest, *pPointBeforeDest))
{
mPathFinder.clearPath();
mPathFinder.addPointToPath(dest);
}
}
}
if (!mPathFinder.getPath().empty()) //Path has points in it
{
const osg::Vec3f& 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;
}
const float actorTolerance = 2 * actor.getClass().getSpeed(actor) * duration
+ 1.2 * std::max(halfExtents.x(), halfExtents.y());
const float pointTolerance = std::max(MIN_TOLERANCE, actorTolerance);
mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE);
if (isDestReached || mPathFinder.checkPathCompleted()) // if path is finished
{
// turn to destination point
zTurn(actor, getZAngleToPoint(position, dest));
smoothTurn(actor, getXAngleToPoint(position, dest), 0);
world->removeActorPath(actor);
return true;
}
world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest);
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--;
}
// turn to next path point by X,Z axes
zTurn(actor, mPathFinder.getZAngleToNext(position.x(), position.y()));
smoothTurn(actor, mPathFinder.getXAngleToNext(position.x(), position.y(), position.z()), 0);
mObstacleCheck.update(actor, duration);
// handle obstacles on the way
evadeObstacles(actor);
return false;
}
void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor)
{
// check if stuck due to obstacles
if (!mObstacleCheck.isEvading()) 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(actor.getClass().getMovementSettings(actor));
}
}
void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
static float distance = world->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) == MWWorld::DoorState::Idle)
{
if ((door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 ))
{
world->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())
world->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<ESM::CellId, std::unique_ptr<MWMechanics::PathgridGraph> > CacheMap;
static CacheMap cache;
CacheMap::iterator found = cache.find(id);
if (found == cache.end())
{
cache.insert(std::make_pair(id, std::make_unique<MWMechanics::PathgridGraph>(MWMechanics::PathgridGraph(cell))));
}
return *cache[id].get();
}
bool MWMechanics::AiPackage::shortcutPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear)
{
if (!mShortcutProhibited || (mShortcutFailPos - startPoint).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
{
// check if target is clearly visible
isPathClear = !MWBase::Environment::get().getWorld()->castRay(
startPoint.x(), startPoint.y(), startPoint.z(),
endPoint.x(), endPoint.y(), endPoint.z());
if (destInLOS != nullptr) *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 osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor)
{
if (canActorMoveByZAxis(actor))
return true;
const float actorSpeed = actor.getClass().getSpeed(actor);
const float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / getAngularVelocity(actorSpeed) * 2; // *2 - for reliability
const float distToTarget = osg::Vec2f(endPoint.x(), endPoint.y()).length();
const float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2;
// update shortcut prohibit state
if (checkWayIsClear(startPoint, endPoint, offsetXY))
{
if (mShortcutProhibited)
{
mShortcutProhibited = false;
mShortcutFailPos = osg::Vec3f();
}
return true;
}
else
{
if (mShortcutFailPos == osg::Vec3f())
{
mShortcutProhibited = true;
mShortcutFailPos = startPoint;
}
}
return false;
}
bool MWMechanics::AiPackage::doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::CellStore* currentCell)
{
return mPathFinder.getPath().empty()
|| (distance(mPathFinder.getPath().back(), newDest) > 10)
|| mPathFinder.getPathCell() != currentCell;
}
bool MWMechanics::AiPackage::isNearInactiveCell(osg::Vec3f position)
{
const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
if (playerCell->isExterior())
{
// get actor's distance from origin of center cell
CoordinateConverter(playerCell).toLocal(position);
// 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
// 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 (position.x() < minThreshold) || (maxThreshold < position.x())
|| (position.y() < minThreshold) || (maxThreshold < position.y());
}
else
{
return false;
}
}
bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& 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 / getAngularVelocity(speed);
// 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 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);
}
DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::Ptr& actor) const
{
const MWWorld::Class& actorClass = actor.getClass();
DetourNavigator::Flags result = DetourNavigator::Flag_none;
if (actorClass.isPureWaterCreature(actor) || (getTypeId() != TypeIdWander && actorClass.canSwim(actor)))
result |= DetourNavigator::Flag_swim;
if (actorClass.canWalk(actor))
result |= DetourNavigator::Flag_walk;
if (actorClass.isBipedal(actor) && getTypeId() != TypeIdWander)
result |= DetourNavigator::Flag_openDoor;
return result;
}