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

166 lines
5.5 KiB
C++

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