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198 lines
6.4 KiB
C++
198 lines
6.4 KiB
C++
#include "obstacle.hpp"
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "movement.hpp"
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namespace MWMechanics
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{
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// NOTE: determined empirically but probably need further tweaking
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static const float DIST_SAME_SPOT = 0.5f;
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static const float DURATION_SAME_SPOT = 1.5f;
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static const float DURATION_TO_EVADE = 0.4f;
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const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
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{
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{ 1.0f, 0.0f }, // move to side
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{ 1.0f, -1.0f }, // move to side and backwards
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{ -1.0f, 0.0f }, // move to other side
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{ -1.0f, -1.0f } // move to side and backwards
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};
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bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
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{
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if(getNearbyDoor(actor, minDist).isEmpty())
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return false;
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else
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return true;
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}
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const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
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{
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MWWorld::CellStore *cell = actor.getCell();
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// Check all the doors in this cell
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const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
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const MWWorld::CellRefList<ESM::Door>::List& refList = doors.mList;
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MWWorld::CellRefList<ESM::Door>::List::const_iterator it = refList.begin();
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osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
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pos.z() = 0;
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osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0));
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for (; it != refList.end(); ++it)
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{
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const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
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osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
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// FIXME: cast
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const MWWorld::Ptr doorPtr = MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell());
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const auto doorState = doorPtr.getClass().getDoorState(doorPtr);
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float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];
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if (doorState != MWWorld::DoorState::Idle || doorRot != 0)
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continue; // the door is already opened/opening
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doorPos.z() = 0;
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float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));
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// Allow 60 degrees angle between actor and door
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if (angle < -osg::PI / 3 || angle > osg::PI / 3)
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continue;
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// Door is not close enough
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if ((pos - doorPos).length2() > minDist*minDist)
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continue;
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return doorPtr; // found, stop searching
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}
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return MWWorld::Ptr(); // none found
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}
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ObstacleCheck::ObstacleCheck()
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: mWalkState(State_Norm)
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, mStuckDuration(0)
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, mEvadeDuration(0)
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, mDistSameSpot(-1) // avoid calculating it each time
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, mEvadeDirectionIndex(0)
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{
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}
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void ObstacleCheck::clear()
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{
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mWalkState = State_Norm;
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mStuckDuration = 0;
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mEvadeDuration = 0;
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}
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bool ObstacleCheck::isEvading() const
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{
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return mWalkState == State_Evade;
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}
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/*
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* input - actor, duration (time since last check)
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* output - true if evasive action needs to be taken
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*
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* Walking state transitions (player greeting check not shown):
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*
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* MoveNow <------------------------------------+
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* | d|
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* | |
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* +-> State_Norm <---> State_CheckStuck --> State_Evade
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* ^ ^ | f ^ | t ^ | |
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* | | | | | | | |
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* | +---+ +---+ +---+ | u
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* | any < t < u |
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* +--------------------------------------------+
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*
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* f = one reaction time
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* d = proximity to a closed door
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* t = how long before considered stuck
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* u = how long to move sideways
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*
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*/
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void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration)
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{
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const osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
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if (mDistSameSpot == -1)
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mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor);
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const float distSameSpot = mDistSameSpot * duration;
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const bool samePosition = (pos - mPrev).length2() < distSameSpot * distSameSpot;
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mPrev = pos;
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switch(mWalkState)
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{
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case State_Norm:
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{
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if(!samePosition)
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break;
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else
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mWalkState = State_CheckStuck;
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}
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/* FALL THROUGH */
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case State_CheckStuck:
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{
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if(!samePosition)
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{
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mWalkState = State_Norm;
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mStuckDuration = 0;
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break;
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}
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else
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{
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mStuckDuration += duration;
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// consider stuck only if position unchanges for a period
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if(mStuckDuration < DURATION_SAME_SPOT)
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break; // still checking, note duration added to timer
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else
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{
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mStuckDuration = 0;
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mWalkState = State_Evade;
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chooseEvasionDirection();
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}
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}
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}
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/* FALL THROUGH */
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case State_Evade:
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{
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mEvadeDuration += duration;
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if(mEvadeDuration >= DURATION_TO_EVADE)
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{
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// tried to evade, assume all is ok and start again
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mWalkState = State_Norm;
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mEvadeDuration = 0;
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}
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}
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/* NO DEFAULT CASE */
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}
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}
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void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement) const
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{
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actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0];
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actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1];
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}
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void ObstacleCheck::chooseEvasionDirection()
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{
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// change direction if attempt didn't work
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++mEvadeDirectionIndex;
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if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS)
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{
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mEvadeDirectionIndex = 0;
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}
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}
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}
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