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

232 lines
7.4 KiB
C++

#include "aifollow.hpp"
#include <components/esm/aisequence.hpp>
#include <components/esm/loadcell.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "steering.hpp"
namespace MWMechanics
{
struct AiFollowStorage : AiTemporaryBase
{
float mTimer;
bool mMoving;
AiFollowStorage() : mTimer(0.f), mMoving(false) {}
};
int AiFollow::mFollowIndexCounter = 0;
AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mActorRefId(actorId), mActorId(-1), mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
}
AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mActorRefId(actorId), mActorId(-1), mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
}
AiFollow::AiFollow(const std::string &actorId, bool commanded)
: mAlwaysFollow(true), mCommanded(commanded), mRemainingDuration(0), mX(0), mY(0), mZ(0)
, mActorRefId(actorId), mActorId(-1), mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
}
AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
: mAlwaysFollow(follow->mAlwaysFollow), mCommanded(follow->mCommanded), mRemainingDuration(follow->mRemainingDuration)
, mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ)
, mActorRefId(follow->mTargetId), mActorId(-1)
, mCellId(follow->mCellId), mActive(follow->mActive), mFollowIndex(mFollowIndexCounter++)
{
}
bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
MWWorld::Ptr target = getTarget();
if (target.isEmpty() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
// with the MechanicsManager
)
return false; // Target is not here right now, wait for it to return
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
AiFollowStorage& storage = state.get<AiFollowStorage>();
// AiFollow requires the target to be in range and within sight for the initial activation
if (!mActive)
{
storage.mTimer -= duration;
if (storage.mTimer < 0)
{
if ((actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length2()
< 500*500
&& MWBase::Environment::get().getWorld()->getLOS(actor, target))
mActive = true;
storage.mTimer = 0.5f;
}
}
if (!mActive)
return false;
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
float followDistance = 180;
// When there are multiple actors following the same target, they form a group with each group member at 180*(i+1) distance to the target
int i=0;
std::list<int> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingIndices(target);
followers.sort();
for (std::list<int>::iterator it = followers.begin(); it != followers.end(); ++it)
{
if (*it == mFollowIndex)
followDistance *= (i+1);
++i;
}
if(!mAlwaysFollow) //Update if you only follow for a bit
{
//Check if we've run out of time
if (mRemainingDuration != 0)
{
mRemainingDuration -= duration;
if (duration <= 0)
return true;
}
if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
(pos.pos[1]-mY)*(pos.pos[1]-mY) +
(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < followDistance*followDistance) //Close-ish to final position
{
if(actor.getCell()->isExterior()) //Outside?
{
if(mCellId == "") //No cell to travel to
return true;
}
else
{
if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to
return true;
}
}
}
//Set the target destination from the actor
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]);
if (storage.mMoving) //Stop when you get close
storage.mMoving = (dist > followDistance);
else
{
const float threshold = 10;
storage.mMoving = (dist > followDistance + threshold);
}
if(!storage.mMoving)
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
// turn towards target anyway
float directionX = target.getRefData().getPosition().pos[0] - actor.getRefData().getPosition().pos[0];
float directionY = target.getRefData().getPosition().pos[1] - actor.getRefData().getPosition().pos[1];
zTurn(actor, std::atan2(directionX,directionY), osg::DegreesToRadians(5.f));
}
else
{
pathTo(actor, dest, duration); //Go to the destination
}
//Check if you're far away
if(dist > 450)
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
else if(dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
return false;
}
std::string AiFollow::getFollowedActor()
{
return mActorRefId;
}
AiFollow *MWMechanics::AiFollow::clone() const
{
return new AiFollow(*this);
}
int AiFollow::getTypeId() const
{
return TypeIdFollow;
}
bool AiFollow::isCommanded() const
{
return mCommanded;
}
void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiFollow> follow(new ESM::AiSequence::AiFollow());
follow->mData.mX = mX;
follow->mData.mY = mY;
follow->mData.mZ = mZ;
follow->mTargetId = mActorRefId;
follow->mRemainingDuration = mRemainingDuration;
follow->mCellId = mCellId;
follow->mAlwaysFollow = mAlwaysFollow;
follow->mCommanded = mCommanded;
follow->mActive = mActive;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Follow;
package.mPackage = follow.release();
sequence.mPackages.push_back(package);
}
MWWorld::Ptr AiFollow::getTarget() const
{
if (mActorId == -2)
return MWWorld::Ptr();
if (mActorId == -1)
{
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorRefId, false);
if (target.isEmpty())
{
mActorId = -2;
return target;
}
else
mActorId = target.getClass().getCreatureStats(target).getActorId();
}
if (mActorId != -1)
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId);
else
return MWWorld::Ptr();
}
int AiFollow::getFollowIndex() const
{
return mFollowIndex;
}
}