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