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

533 lines
16 KiB
C++

#include "aisequence.hpp"
#include <limits>
#include <components/debug/debuglog.hpp>
#include <components/esm/aisequence.hpp>
#include "../mwbase/world.hpp"
#include "aipackage.hpp"
#include "aistate.hpp"
#include "aiwander.hpp"
#include "aiescort.hpp"
#include "aitravel.hpp"
#include "aifollow.hpp"
#include "aiactivate.hpp"
#include "aicombat.hpp"
#include "aicombataction.hpp"
#include "aipursue.hpp"
#include "actorutil.hpp"
#include "../mwworld/class.hpp"
namespace MWMechanics
{
void AiSequence::copy (const AiSequence& sequence)
{
for (std::list<AiPackage *>::const_iterator iter (sequence.mPackages.begin());
iter!=sequence.mPackages.end(); ++iter)
mPackages.push_back ((*iter)->clone());
}
AiSequence::AiSequence() : mDone (false), mRepeat(false), mLastAiPackage(-1) {}
AiSequence::AiSequence (const AiSequence& sequence)
{
copy (sequence);
mDone = sequence.mDone;
mLastAiPackage = sequence.mLastAiPackage;
mRepeat = sequence.mRepeat;
}
AiSequence& AiSequence::operator= (const AiSequence& sequence)
{
if (this!=&sequence)
{
clear();
copy (sequence);
mDone = sequence.mDone;
mLastAiPackage = sequence.mLastAiPackage;
}
return *this;
}
AiSequence::~AiSequence()
{
clear();
}
int AiSequence::getTypeId() const
{
if (mPackages.empty())
return -1;
return mPackages.front()->getTypeId();
}
bool AiSequence::getCombatTarget(MWWorld::Ptr &targetActor) const
{
if (getTypeId() != AiPackage::TypeIdCombat)
return false;
targetActor = mPackages.front()->getTarget();
return !targetActor.isEmpty();
}
bool AiSequence::getCombatTargets(std::vector<MWWorld::Ptr> &targetActors) const
{
for (std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdCombat)
targetActors.push_back((*it)->getTarget());
}
return !targetActors.empty();
}
std::list<AiPackage*>::const_iterator AiSequence::begin() const
{
return mPackages.begin();
}
std::list<AiPackage*>::const_iterator AiSequence::end() const
{
return mPackages.end();
}
void AiSequence::erase(std::list<AiPackage*>::const_iterator package)
{
// Not sure if manually terminated packages should trigger mDone, probably not?
for(std::list<AiPackage*>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if (package == it)
{
delete *it;
mPackages.erase(it);
return;
}
}
throw std::runtime_error("can't find package to erase");
}
bool AiSequence::isInCombat() const
{
for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
return true;
}
return false;
}
bool AiSequence::isEngagedWithActor() const
{
for (std::list<AiPackage *>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
MWWorld::Ptr target2 = (*it)->getTarget();
if (!target2.isEmpty() && target2.getClass().isNpc())
return true;
}
}
return false;
}
bool AiSequence::hasPackage(int typeId) const
{
for (std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == typeId)
return true;
}
return false;
}
bool AiSequence::isInCombat(const MWWorld::Ptr &actor) const
{
for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
if ((*it)->getTarget() == actor)
return true;
}
}
return false;
}
void AiSequence::stopCombat()
{
for(std::list<AiPackage*>::iterator it = mPackages.begin(); it != mPackages.end(); )
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
delete *it;
it = mPackages.erase(it);
}
else
++it;
}
}
void AiSequence::stopPursuit()
{
for(std::list<AiPackage*>::iterator it = mPackages.begin(); it != mPackages.end(); )
{
if ((*it)->getTypeId() == AiPackage::TypeIdPursue)
{
delete *it;
it = mPackages.erase(it);
}
else
++it;
}
}
bool AiSequence::isPackageDone() const
{
return mDone;
}
bool isActualAiPackage(int packageTypeId)
{
return (packageTypeId >= AiPackage::TypeIdWander &&
packageTypeId <= AiPackage::TypeIdActivate);
}
void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& characterController, float duration)
{
if(actor != getPlayer())
{
if (mPackages.empty())
{
mLastAiPackage = -1;
return;
}
MWMechanics::AiPackage* package = mPackages.front();
int packageTypeId = package->getTypeId();
// workaround ai packages not being handled as in the vanilla engine
if (isActualAiPackage(packageTypeId))
mLastAiPackage = packageTypeId;
// if active package is combat one, choose nearest target
if (packageTypeId == AiPackage::TypeIdCombat)
{
std::list<AiPackage *>::iterator itActualCombat;
float nearestDist = std::numeric_limits<float>::max();
osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3();
float bestRating = 0.f;
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end();)
{
if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;
MWWorld::Ptr target = (*it)->getTarget();
// target disappeared (e.g. summoned creatures)
if (target.isEmpty())
{
delete *it;
it = mPackages.erase(it);
}
else
{
float rating = MWMechanics::getBestActionRating(actor, target);
const ESM::Position &targetPos = target.getRefData().getPosition();
float distTo = (targetPos.asVec3() - vActorPos).length2();
// Small threshold for changing target
if (it == mPackages.begin())
distTo = std::max(0.f, distTo - 2500.f);
// if a target has higher priority than current target or has same priority but closer
if (rating > bestRating || ((distTo < nearestDist) && rating == bestRating))
{
nearestDist = distTo;
itActualCombat = it;
bestRating = rating;
}
++it;
}
}
if (!mPackages.empty())
{
if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
{
// move combat package with nearest target to the front
mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
}
package = mPackages.front();
}
}
try
{
if (package->execute (actor, characterController, mAiState, duration))
{
// Put repeating noncombat AI packages on the end of the stack so they can be used again
if (isActualAiPackage(packageTypeId) && (mRepeat || package->getRepeat()))
{
package->reset();
mPackages.push_back(package->clone());
}
// To account for the rare case where AiPackage::execute() queued another AI package
// (e.g. AiPursue executing a dialogue script that uses startCombat)
std::list<MWMechanics::AiPackage*>::iterator toRemove =
std::find(mPackages.begin(), mPackages.end(), package);
mPackages.erase(toRemove);
delete package;
if (isActualAiPackage(packageTypeId))
mDone = true;
}
else
{
mDone = false;
}
}
catch (std::exception& e)
{
Log(Debug::Error) << "Error during AiSequence::execute: " << e.what();
}
}
}
void AiSequence::clear()
{
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
delete *iter;
mPackages.clear();
}
void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor, bool cancelOther)
{
if (actor == getPlayer())
throw std::runtime_error("Can't add AI packages to player");
// Stop combat when a non-combat AI package is added
if (isActualAiPackage(package.getTypeId()))
stopCombat();
// We should return a wandering actor back after combat, casting or pursuit.
// The same thing for actors without AI packages.
// Also there is no point to stack return packages.
int currentTypeId = getTypeId();
int newTypeId = package.getTypeId();
if (currentTypeId <= MWMechanics::AiPackage::TypeIdWander
&& !hasPackage(MWMechanics::AiPackage::TypeIdInternalTravel)
&& (newTypeId <= MWMechanics::AiPackage::TypeIdCombat
|| newTypeId == MWMechanics::AiPackage::TypeIdPursue
|| newTypeId == MWMechanics::AiPackage::TypeIdCast))
{
osg::Vec3f dest;
if (currentTypeId == MWMechanics::AiPackage::TypeIdWander)
{
AiPackage* activePackage = getActivePackage();
dest = activePackage->getDestination(actor);
}
else
{
dest = actor.getRefData().getPosition().asVec3();
}
MWMechanics::AiTravel travelPackage(dest.x(), dest.y(), dest.z(), true);
stack(travelPackage, actor, false);
}
// remove previous packages if required
if (cancelOther && package.shouldCancelPreviousAi())
{
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end();)
{
if((*it)->canCancel())
{
delete *it;
it = mPackages.erase(it);
}
else
++it;
}
mRepeat=false;
}
// insert new package in correct place depending on priority
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
// We should keep current AiCast package, if we try to add a new one.
if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdCast &&
package.getTypeId() == MWMechanics::AiPackage::TypeIdCast)
{
continue;
}
if((*it)->getPriority() <= package.getPriority())
{
mPackages.insert(it,package.clone());
return;
}
}
mPackages.push_back (package.clone());
// Make sure that temporary storage is empty
if (cancelOther)
{
mAiState.moveIn(new AiCombatStorage());
mAiState.moveIn(new AiFollowStorage());
mAiState.moveIn(new AiWanderStorage());
}
}
AiPackage* MWMechanics::AiSequence::getActivePackage()
{
if(mPackages.empty())
throw std::runtime_error(std::string("No AI Package!"));
else
return mPackages.front();
}
void AiSequence::fill(const ESM::AIPackageList &list)
{
// If there is more than one package in the list, enable repeating
if (!list.mList.empty() && list.mList.begin() != (list.mList.end()-1))
mRepeat = true;
for (std::vector<ESM::AIPackage>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
MWMechanics::AiPackage* package;
if (it->mType == ESM::AI_Wander)
{
ESM::AIWander data = it->mWander;
std::vector<unsigned char> idles;
idles.reserve(8);
for (int i=0; i<8; ++i)
idles.push_back(data.mIdle[i]);
package = new MWMechanics::AiWander(data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat != 0);
}
else if (it->mType == ESM::AI_Escort)
{
ESM::AITarget data = it->mTarget;
package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Travel)
{
ESM::AITravel data = it->mTravel;
package = new MWMechanics::AiTravel(data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Activate)
{
ESM::AIActivate data = it->mActivate;
package = new MWMechanics::AiActivate(data.mName.toString());
}
else //if (it->mType == ESM::AI_Follow)
{
ESM::AITarget data = it->mTarget;
package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
mPackages.push_back(package);
}
}
void AiSequence::writeState(ESM::AiSequence::AiSequence &sequence) const
{
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
{
(*iter)->writeState(sequence);
}
sequence.mLastAiPackage = mLastAiPackage;
}
void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence)
{
if (!sequence.mPackages.empty())
clear();
// If there is more than one non-combat, non-pursue package in the list, enable repeating.
int count = 0;
for (std::vector<ESM::AiSequence::AiPackageContainer>::const_iterator it = sequence.mPackages.begin();
it != sequence.mPackages.end(); ++it)
{
if (isActualAiPackage(it->mType))
count++;
}
if (count > 1)
mRepeat = true;
// Load packages
for (std::vector<ESM::AiSequence::AiPackageContainer>::const_iterator it = sequence.mPackages.begin();
it != sequence.mPackages.end(); ++it)
{
std::unique_ptr<MWMechanics::AiPackage> package;
switch (it->mType)
{
case ESM::AiSequence::Ai_Wander:
{
package.reset(new AiWander(static_cast<ESM::AiSequence::AiWander*>(it->mPackage)));
break;
}
case ESM::AiSequence::Ai_Travel:
{
package.reset(new AiTravel(static_cast<ESM::AiSequence::AiTravel*>(it->mPackage)));
break;
}
case ESM::AiSequence::Ai_Escort:
{
package.reset(new AiEscort(static_cast<ESM::AiSequence::AiEscort*>(it->mPackage)));
break;
}
case ESM::AiSequence::Ai_Follow:
{
package.reset(new AiFollow(static_cast<ESM::AiSequence::AiFollow*>(it->mPackage)));
break;
}
case ESM::AiSequence::Ai_Activate:
{
package.reset(new AiActivate(static_cast<ESM::AiSequence::AiActivate*>(it->mPackage)));
break;
}
case ESM::AiSequence::Ai_Combat:
{
package.reset(new AiCombat(static_cast<ESM::AiSequence::AiCombat*>(it->mPackage)));
break;
}
case ESM::AiSequence::Ai_Pursue:
{
package.reset(new AiPursue(static_cast<ESM::AiSequence::AiPursue*>(it->mPackage)));
break;
}
default:
break;
}
if (!package.get())
continue;
mPackages.push_back(package.release());
}
mLastAiPackage = sequence.mLastAiPackage;
}
void AiSequence::fastForward(const MWWorld::Ptr& actor)
{
if (!mPackages.empty())
{
MWMechanics::AiPackage* package = mPackages.front();
package->fastForward(actor, mAiState);
}
}
} // namespace MWMechanics