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

865 lines
33 KiB
C++

#include "aiwander.hpp"
#include <cfloat>
#include <iostream>
#include <components/misc/rng.hpp>
#include <components/esm/aisequence.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "coordinateconverter.hpp"
#include "actorutil.hpp"
namespace MWMechanics
{
static const int COUNT_BEFORE_RESET = 10;
static const float DOOR_CHECK_INTERVAL = 1.5f;
static const float REACTION_INTERVAL = 0.25f;
static const int GREETING_SHOULD_START = 4; //how many reaction intervals should pass before NPC can greet player
static const int GREETING_SHOULD_END = 10;
// to prevent overcrowding
static const int DESTINATION_TOLERANCE = 64;
// distance must be long enough that NPC will need to move to get there.
static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2;
const std::string AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] =
{
std::string("idle2"),
std::string("idle3"),
std::string("idle4"),
std::string("idle5"),
std::string("idle6"),
std::string("idle7"),
std::string("idle8"),
std::string("idle9"),
};
/// \brief This class holds the variables AiWander needs which are deleted if the package becomes inactive.
struct AiWanderStorage : AiTemporaryBase
{
// the z rotation angle to reach
// when mTurnActorGivingGreetingToFacePlayer is true
float mTargetAngleRadians;
bool mTurnActorGivingGreetingToFacePlayer;
float mReaction; // update some actions infrequently
AiWander::GreetingState mSaidGreeting;
int mGreetingTimer;
const MWWorld::CellStore* mCell; // for detecting cell change
// AiWander states
AiWander::WanderState mState;
unsigned short mIdleAnimation;
std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
PathFinder mPathFinder;
AiWanderStorage():
mTargetAngleRadians(0),
mTurnActorGivingGreetingToFacePlayer(false),
mReaction(0),
mSaidGreeting(AiWander::Greet_None),
mGreetingTimer(0),
mCell(NULL),
mState(AiWander::Wander_ChooseAction),
mIdleAnimation(0),
mBadIdles()
{};
};
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat)
, mStoredInitialActorPosition(false)
{
mIdle.resize(8, 0);
init();
}
void AiWander::init()
{
// NOTE: mDistance and mDuration must be set already
mStuckCount = 0;// TODO: maybe no longer needed
mDoorCheckDuration = 0;
mTrimCurrentNode = false;
mHasReturnPosition = false;
mReturnPosition = osg::Vec3f(0,0,0);
if(mDistance < 0)
mDistance = 0;
if(mDuration < 0)
mDuration = 0;
if(mDuration == 0)
mTimeOfDay = 0;
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mPopulateAvailableNodes = true;
}
AiPackage * MWMechanics::AiWander::clone() const
{
return new AiWander(*this);
}
/*
* AiWander high level states (0.29.0). Not entirely accurate in some cases
* e.g. non-NPC actors do not greet and some creatures may be moving even in
* the IdleNow state.
*
* [select node,
* build path]
* +---------->MoveNow----------->Walking
* | |
* [allowed | |
* nodes] | [hello if near] |
* start--->ChooseAction----->IdleNow |
* ^ ^ | |
* | | | |
* | +-----------+ |
* | |
* +----------------------------------+
*
*
* New high level states. Not exactly as per vanilla (e.g. door stuff)
* but the differences are required because our physics does not work like
* vanilla and therefore have to compensate/work around.
*
* [select node, [if stuck evade
* build path] or remove nodes if near door]
* +---------->MoveNow<---------->Walking
* | ^ | |
* | |(near door) | |
* [allowed | | | |
* nodes] | [hello if near] | |
* start--->ChooseAction----->IdleNow | |
* ^ ^ | ^ | |
* | | | | (stuck near | |
* | +-----------+ +---------------+ |
* | player) |
* +----------------------------------+
*
* NOTE: non-time critical operations are run once every 250ms or so.
*
* TODO: It would be great if door opening/closing can be detected and pathgrid
* links dynamically updated. Currently (0.29.0) AiWander allows choosing a
* destination beyond closed doors which sometimes makes the actors stuck at the
* door and impossible for the player to open the door.
*
* For now detect being stuck at the door and simply delete the nodes from the
* allowed set. The issue is when the door opens the allowed set is not
* re-calculated. However this would not be an issue in most cases since hostile
* actors will enter combat (i.e. no longer wandering) and different pathfinding
* will kick in.
*/
bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
// get or create temporary storage
AiWanderStorage& storage = state.get<AiWanderStorage>();
const MWWorld::CellStore*& currentCell = storage.mCell;
MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
if(cStats.isDead() || cStats.getHealth().getCurrent() <= 0)
return true; // Don't bother with dead actors
bool cellChange = currentCell && (actor.getCell() != currentCell);
if(!currentCell || cellChange)
{
currentCell = actor.getCell();
mPopulateAvailableNodes = true;
}
cStats.setDrawState(DrawState_Nothing);
cStats.setMovementFlag(CreatureStats::Flag_Run, false);
ESM::Position pos = actor.getRefData().getPosition();
doPerFrameActionsForState(actor, duration, storage, pos);
playIdleDialogueRandomly(actor);
float& lastReaction = storage.mReaction;
lastReaction += duration;
if (REACTION_INTERVAL <= lastReaction)
{
lastReaction = 0;
return reactionTimeActions(actor, storage, currentCell, cellChange, pos);
}
else
return false;
}
bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos)
{
if (isPackageCompleted(actor, storage))
{
return true;
}
// Initialization to discover & store allowed node points for this actor.
if (mPopulateAvailableNodes)
{
getAllowedNodes(actor, currentCell->getCell());
}
// Actor becomes stationary - see above URL's for previous research
if(mAllowedNodes.empty())
mDistance = 0;
// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
if(mDistance && cellChange)
mDistance = 0;
// For stationary NPCs, move back to the starting location if another AiPackage moved us elsewhere
if (cellChange)
mHasReturnPosition = false;
if (mDistance == 0 && mHasReturnPosition
&& (pos.asVec3() - mReturnPosition).length2() > (DESTINATION_TOLERANCE * DESTINATION_TOLERANCE))
{
returnToStartLocation(actor, storage, pos);
}
// Allow interrupting a walking actor to trigger a greeting
WanderState& wanderState = storage.mState;
if ((wanderState == Wander_IdleNow) || (wanderState == Wander_Walking))
{
playGreetingIfPlayerGetsTooClose(actor, storage);
}
if ((wanderState == Wander_MoveNow) && mDistance)
{
// Construct a new path if there isn't one
if(!storage.mPathFinder.isPathConstructed())
{
if (!mAllowedNodes.empty())
{
setPathToAnAllowedNode(actor, storage, pos);
}
}
}
return false; // AiWander package not yet completed
}
bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
if (mDuration)
{
// End package if duration is complete or mid-night hits:
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
if ((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
{
if (!mRepeat)
{
stopWalking(actor, storage);
return true;
}
else
{
mStartTime = currentTime;
}
}
}
// if get here, not yet completed
return false;
}
void AiWander::returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)
{
if (!storage.mPathFinder.isPathConstructed())
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
// don't take shortcuts for wandering
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
if (storage.mPathFinder.isPathConstructed())
{
storage.mState = Wander_Walking;
}
}
}
void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
{
switch (storage.mState)
{
case Wander_IdleNow:
onIdleStatePerFrameActions(actor, duration, storage);
break;
case Wander_Walking:
onWalkingStatePerFrameActions(actor, duration, storage, pos);
break;
case Wander_ChooseAction:
onChooseActionStatePerFrameActions(actor, storage);
break;
case Wander_MoveNow:
break; // nothing to do
default:
// should never get here
assert(false);
break;
}
}
void AiWander::onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
{
// Check if an idle actor is too close to a door - if so start walking
mDoorCheckDuration += duration;
if (mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
{
mDoorCheckDuration = 0; // restart timer
if (mDistance && // actor is not intended to be stationary
proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
{
storage.mState = Wander_MoveNow;
mTrimCurrentNode = false; // just in case
return;
}
}
bool& rotate = storage.mTurnActorGivingGreetingToFacePlayer;
if (rotate)
{
// Reduce the turning animation glitch by using a *HUGE* value of
// epsilon... TODO: a proper fix might be in either the physics or the
// animation subsystem
if (zTurn(actor, storage.mTargetAngleRadians, osg::DegreesToRadians(5.f)))
rotate = false;
}
// Check if idle animation finished
GreetingState& greetingState = storage.mSaidGreeting;
if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
{
storage.mState = Wander_ChooseAction;
}
}
void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
float duration, AiWanderStorage& storage, ESM::Position& pos)
{
// Are we there yet?
if (storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
{
stopWalking(actor, storage);
storage.mState = Wander_ChooseAction;
mHasReturnPosition = false;
}
else
{
// have not yet reached the destination
evadeObstacles(actor, storage, duration, pos);
}
}
void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
short unsigned& idleAnimation = storage.mIdleAnimation;
idleAnimation = getRandomIdle();
if (!idleAnimation && mDistance)
{
storage.mState = Wander_MoveNow;
return;
}
if(idleAnimation)
{
if(std::find(storage.mBadIdles.begin(), storage.mBadIdles.end(), idleAnimation)==storage.mBadIdles.end())
{
if(!playIdle(actor, idleAnimation))
{
storage.mBadIdles.push_back(idleAnimation);
storage.mState = Wander_ChooseAction;
return;
}
}
}
// Recreate vanilla (broken?) behavior of resetting start time of AIWander:
mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
storage.mState = Wander_IdleNow;
}
void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos)
{
// turn towards the next point in mPath
zTurn(actor, storage.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
if (proximityToDoor(actor)) // NOTE: checks interior cells only
{
// remove allowed points then select another random destination
mTrimCurrentNode = true;
trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
mObstacleCheck.clear();
storage.mPathFinder.clearPath();
storage.mState = Wander_MoveNow;
}
else // probably walking into another NPC
{
// TODO: diagonal should have same animation as walk forward
// but doesn't seem to do that?
mObstacleCheck.takeEvasiveAction(movement);
}
mStuckCount++; // TODO: maybe no longer needed
}
else
{
movement.mPosition[1] = 1;
}
// if stuck for sufficiently long, act like current location was the destination
if (mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
{
//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
mObstacleCheck.clear();
stopWalking(actor, storage);
storage.mState = Wander_ChooseAction;
mStuckCount = 0;
}
}
void AiWander::playIdleDialogueRandomly(const MWWorld::Ptr& actor)
{
int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
{
MWWorld::Ptr player = getPlayer();
static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
float roll = Misc::Rng::rollProbability() * 10000.0f;
// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
// due to the roll being an integer.
// Our implementation does not have these issues, so needs to be recalibrated. We chose to
// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f);
// Only say Idle voices when player is in LOS
// A bit counterintuitive, likely vanilla did this to reduce the appearance of
// voices going through walls?
const ESM::Position& pos = actor.getRefData().getPosition();
if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2()
< 3000 * 3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
}
}
void AiWander::playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
// Play a random voice greeting if the player gets too close
int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
float helloDistance = static_cast<float>(hello);
static int iGreetDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
helloDistance *= iGreetDistanceMultiplier;
MWWorld::Ptr player = getPlayer();
osg::Vec3f playerPos(player.getRefData().getPosition().asVec3());
osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
float playerDistSqr = (playerPos - actorPos).length2();
int& greetingTimer = storage.mGreetingTimer;
GreetingState& greetingState = storage.mSaidGreeting;
if (greetingState == Greet_None)
{
if ((playerDistSqr <= helloDistance*helloDistance) &&
!player.getClass().getCreatureStats(player).isDead() && MWBase::Environment::get().getWorld()->getLOS(player, actor)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, actor))
greetingTimer++;
if (greetingTimer >= GREETING_SHOULD_START)
{
greetingState = Greet_InProgress;
MWBase::Environment::get().getDialogueManager()->say(actor, "hello");
greetingTimer = 0;
}
}
if (greetingState == Greet_InProgress)
{
greetingTimer++;
if (storage.mState == Wander_Walking)
{
stopWalking(actor, storage);
mObstacleCheck.clear();
storage.mState = Wander_IdleNow;
}
turnActorToFacePlayer(actorPos, playerPos, storage);
if (greetingTimer >= GREETING_SHOULD_END)
{
greetingState = Greet_Done;
greetingTimer = 0;
}
}
if (greetingState == MWMechanics::AiWander::Greet_Done)
{
float resetDist = 2 * helloDistance;
if (playerDistSqr >= resetDist*resetDist)
greetingState = Greet_None;
}
}
void AiWander::turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage)
{
osg::Vec3f dir = playerPosition - actorPosition;
float faceAngleRadians = std::atan2(dir.x(), dir.y());
storage.mTargetAngleRadians = faceAngleRadians;
storage.mTurnActorGivingGreetingToFacePlayer = true;
}
void AiWander::setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos)
{
unsigned int randNode = Misc::Rng::rollDice(mAllowedNodes.size());
ESM::Pathgrid::Point dest(mAllowedNodes[randNode]);
ToWorldCoordinates(dest, storage.mCell->getCell());
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actorPos));
// don't take shortcuts for wandering
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
if (storage.mPathFinder.isPathConstructed())
{
// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
// check if mCurrentNode was taken out of mAllowedNodes
if (mTrimCurrentNode && mAllowedNodes.size() > 1)
mTrimCurrentNode = false;
else
mAllowedNodes.push_back(mCurrentNode);
mCurrentNode = temp;
storage.mState = Wander_Walking;
}
// Choose a different node and delete this one from possible nodes because it is uncreachable:
else
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
}
void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
{
CoordinateConverter(cell).toWorld(point);
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
const PathFinder& pathfinder)
{
// TODO: how to add these back in once the door opens?
// Idea: keep a list of detected closed doors (see aicombat.cpp)
// Every now and then check whether one of the doors is opened. (maybe
// at the end of playing idle?) If the door is opened then re-calculate
// allowed nodes starting from the spawn point.
std::list<ESM::Pathgrid::Point> paths = pathfinder.getPath();
while(paths.size() >= 2)
{
ESM::Pathgrid::Point pt = paths.back();
for(unsigned int j = 0; j < nodes.size(); j++)
{
// FIXME: doesn't hadle a door with the same X/Y
// co-ordinates but with a different Z
if(nodes[j].mX == pt.mX && nodes[j].mY == pt.mY)
{
nodes.erase(nodes.begin() + j);
break;
}
}
paths.pop_back();
}
}
int AiWander::getTypeId() const
{
return TypeIdWander;
}
void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
storage.mPathFinder.clearPath();
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
}
bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle))
{
const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle];
return MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, groupName, 0, 1);
}
else
{
std::cerr<< "Attempted to play out of range idle animation \""<<idleSelect<<"\" for " << actor.getCellRef().getRefId() << std::endl;
return false;
}
}
bool AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle))
{
const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle];
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, groupName);
}
else
{
return false;
}
}
void AiWander::setReturnPosition(const osg::Vec3f& position)
{
if (!mHasReturnPosition)
{
mHasReturnPosition = true;
mReturnPosition = position;
}
}
short unsigned AiWander::getRandomIdle()
{
unsigned short idleRoll = 0;
short unsigned selectedAnimation = 0;
for(unsigned int counter = 0; counter < mIdle.size(); counter++)
{
static float fIdleChanceMultiplier = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("fIdleChanceMultiplier")->getFloat();
unsigned short idleChance = static_cast<unsigned short>(fIdleChanceMultiplier * mIdle[counter]);
unsigned short randSelect = (int)(Misc::Rng::rollProbability() * int(100 / fIdleChanceMultiplier));
if(randSelect < idleChance && randSelect > idleRoll)
{
selectedAnimation = counter + GroupIndex_MinIdle;
idleRoll = randSelect;
}
}
return selectedAnimation;
}
void AiWander::fastForward(const MWWorld::Ptr& actor, AiState &state)
{
if (mDistance == 0)
return;
if (mPopulateAvailableNodes)
getAllowedNodes(actor, actor.getCell()->getCell());
if (mAllowedNodes.empty())
return;
state.moveIn(new AiWanderStorage());
int index = Misc::Rng::rollDice(mAllowedNodes.size());
ESM::Pathgrid::Point dest = mAllowedNodes[index];
dest.mX += OffsetToPreventOvercrowding();
dest.mY += OffsetToPreventOvercrowding();
ToWorldCoordinates(dest, actor.getCell()->getCell());
MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
actor.getClass().adjustPosition(actor, false);
// may have changed cell
mPopulateAvailableNodes = true;
}
int AiWander::OffsetToPreventOvercrowding()
{
return static_cast<int>(DESTINATION_TOLERANCE * (Misc::Rng::rollProbability() * 2.0f - 1.0f));
}
void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell)
{
if (!mStoredInitialActorPosition)
{
mInitialActorPosition = actor.getRefData().getPosition().asVec3();
mStoredInitialActorPosition = true;
}
// infrequently used, therefore no benefit in caching it as a member
const ESM::Pathgrid *
pathgrid = MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*cell);
mAllowedNodes.clear();
// If there is no path this actor doesn't go anywhere. See:
// https://forum.openmw.org/viewtopic.php?t=1556
// http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
// Note: In order to wander, need at least two points.
if(!pathgrid || (pathgrid->mPoints.size() < 2))
mDistance = 0;
// A distance value passed into the constructor indicates how far the
// actor can wander from the spawn position. AiWander assumes that
// pathgrid points are available, and uses them to randomly select wander
// destinations within the allowed set of pathgrid points (nodes).
// ... pathgrids don't usually include water, so swimmers ignore them
if (mDistance && !actor.getClass().isPureWaterCreature(actor))
{
// get NPC's position in local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
CoordinateConverter(cell).toLocal(npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// NOTE: mPoints and mAllowedNodes are in local co-ordinates
int pointIndex = 0;
for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
{
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(pathgrid->mPoints[counter]));
if((npcPos - nodePos).length2() <= mDistance * mDistance)
{
mAllowedNodes.push_back(pathgrid->mPoints[counter]);
pointIndex = counter;
}
}
if (mAllowedNodes.size() == 1)
{
AddNonPathGridAllowedPoints(npcPos, pathgrid, pointIndex);
}
if(!mAllowedNodes.empty())
{
SetCurrentNodeToClosestAllowedNode(npcPos);
}
}
mPopulateAvailableNodes = false;
}
// When only one path grid point in wander distance,
// additional points for NPC to wander to are:
// 1. NPC's initial location
// 2. Partway along the path between the point and its connected points.
void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex)
{
mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos));
for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
{
if (it->mV0 == pointIndex)
{
AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1]);
}
}
}
void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end)
{
osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start);
osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart;
float length = delta.length();
delta.normalize();
int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE);
// must not travel longer than distance between waypoints or NPC goes past waypoint
distance = std::min(distance, static_cast<int>(length));
delta *= distance;
mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta));
}
void AiWander::SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos)
{
float distanceToClosestNode = std::numeric_limits<float>::max();
unsigned int index = 0;
for (unsigned int counterThree = 0; counterThree < mAllowedNodes.size(); counterThree++)
{
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(mAllowedNodes[counterThree]));
float tempDist = (npcPos - nodePos).length2();
if (tempDist < distanceToClosestNode)
{
index = counterThree;
distanceToClosestNode = tempDist;
}
}
mCurrentNode = mAllowedNodes[index];
mAllowedNodes.erase(mAllowedNodes.begin() + index);
}
void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
wander->mData.mDistance = mDistance;
wander->mData.mDuration = mDuration;
wander->mData.mTimeOfDay = mTimeOfDay;
wander->mStartTime = mStartTime.toEsm();
assert (mIdle.size() == 8);
for (int i=0; i<8; ++i)
wander->mData.mIdle[i] = mIdle[i];
wander->mData.mShouldRepeat = mRepeat;
wander->mStoredInitialActorPosition = mStoredInitialActorPosition;
if (mStoredInitialActorPosition)
wander->mInitialActorPosition = mInitialActorPosition;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Wander;
package.mPackage = wander.release();
sequence.mPackages.push_back(package);
}
AiWander::AiWander (const ESM::AiSequence::AiWander* wander)
: mDistance(wander->mData.mDistance)
, mDuration(wander->mData.mDuration)
, mTimeOfDay(wander->mData.mTimeOfDay)
, mRepeat(wander->mData.mShouldRepeat != 0)
, mStoredInitialActorPosition(wander->mStoredInitialActorPosition)
, mStartTime(MWWorld::TimeStamp(wander->mStartTime))
{
if (mStoredInitialActorPosition)
mInitialActorPosition = wander->mInitialActorPosition;
for (int i=0; i<8; ++i)
mIdle.push_back(wander->mData.mIdle[i]);
init();
}
}