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166 lines
5.5 KiB
C++
166 lines
5.5 KiB
C++
#include "aipackage.hpp"
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#include <cmath>
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#include <components/esm/loadcell.hpp>
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#include <components/esm/loadland.hpp>
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#include <components/esm/loadmgef.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.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 "../mwworld/action.hpp"
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#include "steering.hpp"
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#include "actorutil.hpp"
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#include "coordinateconverter.hpp"
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MWMechanics::AiPackage::~AiPackage() {}
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MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
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{
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return MWWorld::Ptr();
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}
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bool MWMechanics::AiPackage::sideWithTarget() const
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{
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return false;
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}
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bool MWMechanics::AiPackage::followTargetThroughDoors() const
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{
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return false;
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}
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bool MWMechanics::AiPackage::canCancel() const
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{
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return true;
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}
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bool MWMechanics::AiPackage::shouldCancelPreviousAi() const
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{
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return true;
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}
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MWMechanics::AiPackage::AiPackage() : mTimer(0.26f) { //mTimer starts at .26 to force initial pathbuild
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}
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bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration)
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{
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//Update various Timers
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mTimer += duration; //Update timer
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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/// Stops the actor when it gets too close to a unloaded cell
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//... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
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//... units from player, and exterior cells are 8192 units long and wide.
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//... But AI processing distance may increase in the future.
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if (isNearInactiveCell(pos))
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return false;
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}
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//***********************
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/// Checks if you can't get to the end position at all, adds end position to end of path
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/// Rebuilds path every quarter of a second, in case the target has moved
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//***********************
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if(mTimer > 0.25)
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{
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const ESM::Cell *cell = actor.getCell()->getCell();
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if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved
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mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
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mPrevDest = dest;
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}
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if(!mPathFinder.getPath().empty()) //Path has points in it
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{
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ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path
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if(distance(dest, lastPos) > 100) //End of the path is far from the destination
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mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
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}
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mTimer = 0;
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}
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//************************
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/// Checks if you aren't moving; attempts to unstick you
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//************************
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if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished?
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return true;
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else
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{
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evadeObstacles(actor, duration, pos);
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}
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return false;
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}
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void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos)
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{
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zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
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MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
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if (mObstacleCheck.check(actor, duration))
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{
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// first check if we're walking into a door
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MWWorld::Ptr door = getNearbyDoor(actor);
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if (door != MWWorld::Ptr()) // NOTE: checks interior cells only
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{
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if (!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty()
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&& door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) {
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MWBase::Environment::get().getWorld()->activateDoor(door, 1);
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}
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}
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else // probably walking into another NPC
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{
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mObstacleCheck.takeEvasiveAction(movement);
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}
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}
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else { //Not stuck, so reset things
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movement.mPosition[1] = 1; //Just run forward
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}
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}
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bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
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{
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return distance(mPrevDest, dest) > 10;
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}
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bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
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{
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const MagicEffects& magicEffects(target.getClass().getCreatureStats(target).getMagicEffects());
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return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
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|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
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}
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bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
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{
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const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
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if (playerCell->isExterior())
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{
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// get actor's distance from origin of center cell
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osg::Vec3f actorOffset(actorPos.asVec3());
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CoordinateConverter(playerCell).toLocal(actorOffset);
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// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
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// ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
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// While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid.
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const float distanceFromEdge = 200.0;
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float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
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float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
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return (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0])
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|| (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]);
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}
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else
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{
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return false;
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}
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}
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