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865 lines
33 KiB
C++
865 lines
33 KiB
C++
#include "aiwander.hpp"
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#include <cfloat>
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#include <iostream>
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#include <components/misc/rng.hpp>
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#include <components/esm/aisequence.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 "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "coordinateconverter.hpp"
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#include "actorutil.hpp"
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namespace MWMechanics
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{
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static const int COUNT_BEFORE_RESET = 10;
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static const float DOOR_CHECK_INTERVAL = 1.5f;
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static const float REACTION_INTERVAL = 0.25f;
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static const int GREETING_SHOULD_START = 4; //how many reaction intervals should pass before NPC can greet player
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static const int GREETING_SHOULD_END = 10;
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// to prevent overcrowding
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static const int DESTINATION_TOLERANCE = 64;
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// distance must be long enough that NPC will need to move to get there.
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static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2;
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const std::string AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] =
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{
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std::string("idle2"),
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std::string("idle3"),
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std::string("idle4"),
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std::string("idle5"),
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std::string("idle6"),
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std::string("idle7"),
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std::string("idle8"),
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std::string("idle9"),
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};
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/// \brief This class holds the variables AiWander needs which are deleted if the package becomes inactive.
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struct AiWanderStorage : AiTemporaryBase
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{
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// the z rotation angle to reach
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// when mTurnActorGivingGreetingToFacePlayer is true
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float mTargetAngleRadians;
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bool mTurnActorGivingGreetingToFacePlayer;
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float mReaction; // update some actions infrequently
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AiWander::GreetingState mSaidGreeting;
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int mGreetingTimer;
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const MWWorld::CellStore* mCell; // for detecting cell change
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// AiWander states
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AiWander::WanderState mState;
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unsigned short mIdleAnimation;
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std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
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PathFinder mPathFinder;
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AiWanderStorage():
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mTargetAngleRadians(0),
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mTurnActorGivingGreetingToFacePlayer(false),
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mReaction(0),
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mSaidGreeting(AiWander::Greet_None),
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mGreetingTimer(0),
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mCell(NULL),
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mState(AiWander::Wander_ChooseAction),
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mIdleAnimation(0),
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mBadIdles()
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{};
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};
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
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mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat)
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, mStoredInitialActorPosition(false)
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{
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mIdle.resize(8, 0);
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init();
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}
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void AiWander::init()
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{
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// NOTE: mDistance and mDuration must be set already
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mStuckCount = 0;// TODO: maybe no longer needed
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mDoorCheckDuration = 0;
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mTrimCurrentNode = false;
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mHasReturnPosition = false;
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mReturnPosition = osg::Vec3f(0,0,0);
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if(mDistance < 0)
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mDistance = 0;
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if(mDuration < 0)
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mDuration = 0;
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if(mDuration == 0)
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mTimeOfDay = 0;
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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mPopulateAvailableNodes = true;
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}
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AiPackage * MWMechanics::AiWander::clone() const
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{
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return new AiWander(*this);
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}
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/*
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* AiWander high level states (0.29.0). Not entirely accurate in some cases
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* e.g. non-NPC actors do not greet and some creatures may be moving even in
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* the IdleNow state.
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*
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* [select node,
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* build path]
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* +---------->MoveNow----------->Walking
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* | |
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* [allowed | |
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* nodes] | [hello if near] |
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* start--->ChooseAction----->IdleNow |
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* ^ ^ | |
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* | | | |
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* | +-----------+ |
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* | |
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* +----------------------------------+
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*
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*
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* New high level states. Not exactly as per vanilla (e.g. door stuff)
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* but the differences are required because our physics does not work like
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* vanilla and therefore have to compensate/work around.
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*
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* [select node, [if stuck evade
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* build path] or remove nodes if near door]
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* +---------->MoveNow<---------->Walking
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* | ^ | |
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* | |(near door) | |
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* [allowed | | | |
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* nodes] | [hello if near] | |
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* start--->ChooseAction----->IdleNow | |
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* ^ ^ | ^ | |
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* | | | | (stuck near | |
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* | +-----------+ +---------------+ |
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* | player) |
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* +----------------------------------+
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*
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* NOTE: non-time critical operations are run once every 250ms or so.
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*
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* TODO: It would be great if door opening/closing can be detected and pathgrid
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* links dynamically updated. Currently (0.29.0) AiWander allows choosing a
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* destination beyond closed doors which sometimes makes the actors stuck at the
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* door and impossible for the player to open the door.
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*
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* For now detect being stuck at the door and simply delete the nodes from the
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* allowed set. The issue is when the door opens the allowed set is not
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* re-calculated. However this would not be an issue in most cases since hostile
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* actors will enter combat (i.e. no longer wandering) and different pathfinding
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* will kick in.
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*/
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bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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// get or create temporary storage
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AiWanderStorage& storage = state.get<AiWanderStorage>();
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const MWWorld::CellStore*& currentCell = storage.mCell;
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MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
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if(cStats.isDead() || cStats.getHealth().getCurrent() <= 0)
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return true; // Don't bother with dead actors
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bool cellChange = currentCell && (actor.getCell() != currentCell);
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if(!currentCell || cellChange)
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{
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currentCell = actor.getCell();
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mPopulateAvailableNodes = true;
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}
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cStats.setDrawState(DrawState_Nothing);
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cStats.setMovementFlag(CreatureStats::Flag_Run, false);
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ESM::Position pos = actor.getRefData().getPosition();
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doPerFrameActionsForState(actor, duration, storage, pos);
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playIdleDialogueRandomly(actor);
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float& lastReaction = storage.mReaction;
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lastReaction += duration;
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if (REACTION_INTERVAL <= lastReaction)
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{
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lastReaction = 0;
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return reactionTimeActions(actor, storage, currentCell, cellChange, pos);
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}
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else
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return false;
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}
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bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos)
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{
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if (isPackageCompleted(actor, storage))
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{
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return true;
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}
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// Initialization to discover & store allowed node points for this actor.
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if (mPopulateAvailableNodes)
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{
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getAllowedNodes(actor, currentCell->getCell());
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}
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// Actor becomes stationary - see above URL's for previous research
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if(mAllowedNodes.empty())
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mDistance = 0;
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// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
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if(mDistance && cellChange)
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mDistance = 0;
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// For stationary NPCs, move back to the starting location if another AiPackage moved us elsewhere
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if (cellChange)
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mHasReturnPosition = false;
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if (mDistance == 0 && mHasReturnPosition
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&& (pos.asVec3() - mReturnPosition).length2() > (DESTINATION_TOLERANCE * DESTINATION_TOLERANCE))
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{
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returnToStartLocation(actor, storage, pos);
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}
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// Allow interrupting a walking actor to trigger a greeting
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WanderState& wanderState = storage.mState;
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if ((wanderState == Wander_IdleNow) || (wanderState == Wander_Walking))
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{
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playGreetingIfPlayerGetsTooClose(actor, storage);
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}
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if ((wanderState == Wander_MoveNow) && mDistance)
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{
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// Construct a new path if there isn't one
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if(!storage.mPathFinder.isPathConstructed())
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{
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if (!mAllowedNodes.empty())
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{
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setPathToAnAllowedNode(actor, storage, pos);
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}
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}
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}
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return false; // AiWander package not yet completed
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}
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bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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{
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if (mDuration)
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{
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// End package if duration is complete or mid-night hits:
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MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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if ((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
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(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
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{
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if (!mRepeat)
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{
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stopWalking(actor, storage);
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return true;
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}
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else
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{
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mStartTime = currentTime;
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}
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}
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}
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// if get here, not yet completed
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return false;
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}
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void AiWander::returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)
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{
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if (!storage.mPathFinder.isPathConstructed())
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{
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ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
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// actor position is already in world co-ordinates
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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// don't take shortcuts for wandering
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storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
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if (storage.mPathFinder.isPathConstructed())
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{
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storage.mState = Wander_Walking;
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}
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}
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}
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void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
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{
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switch (storage.mState)
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{
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case Wander_IdleNow:
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onIdleStatePerFrameActions(actor, duration, storage);
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break;
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case Wander_Walking:
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onWalkingStatePerFrameActions(actor, duration, storage, pos);
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break;
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case Wander_ChooseAction:
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onChooseActionStatePerFrameActions(actor, storage);
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break;
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case Wander_MoveNow:
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break; // nothing to do
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default:
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// should never get here
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assert(false);
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break;
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}
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}
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void AiWander::onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
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{
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// Check if an idle actor is too close to a door - if so start walking
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mDoorCheckDuration += duration;
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if (mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
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{
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mDoorCheckDuration = 0; // restart timer
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if (mDistance && // actor is not intended to be stationary
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proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
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{
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storage.mState = Wander_MoveNow;
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mTrimCurrentNode = false; // just in case
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return;
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}
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}
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bool& rotate = storage.mTurnActorGivingGreetingToFacePlayer;
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if (rotate)
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{
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// Reduce the turning animation glitch by using a *HUGE* value of
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// epsilon... TODO: a proper fix might be in either the physics or the
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// animation subsystem
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if (zTurn(actor, storage.mTargetAngleRadians, osg::DegreesToRadians(5.f)))
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rotate = false;
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}
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// Check if idle animation finished
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GreetingState& greetingState = storage.mSaidGreeting;
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if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
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{
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storage.mState = Wander_ChooseAction;
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}
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}
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void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
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float duration, AiWanderStorage& storage, ESM::Position& pos)
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{
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// Are we there yet?
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if (storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
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{
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stopWalking(actor, storage);
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storage.mState = Wander_ChooseAction;
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mHasReturnPosition = false;
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}
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else
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{
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// have not yet reached the destination
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evadeObstacles(actor, storage, duration, pos);
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}
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}
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void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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{
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short unsigned& idleAnimation = storage.mIdleAnimation;
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idleAnimation = getRandomIdle();
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if (!idleAnimation && mDistance)
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{
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storage.mState = Wander_MoveNow;
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return;
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}
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if(idleAnimation)
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{
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if(std::find(storage.mBadIdles.begin(), storage.mBadIdles.end(), idleAnimation)==storage.mBadIdles.end())
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{
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if(!playIdle(actor, idleAnimation))
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{
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storage.mBadIdles.push_back(idleAnimation);
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storage.mState = Wander_ChooseAction;
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return;
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}
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}
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}
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// Recreate vanilla (broken?) behavior of resetting start time of AIWander:
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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storage.mState = Wander_IdleNow;
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}
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void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos)
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{
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// turn towards the next point in mPath
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zTurn(actor, storage.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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if (proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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// remove allowed points then select another random destination
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mTrimCurrentNode = true;
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trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
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mObstacleCheck.clear();
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storage.mPathFinder.clearPath();
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storage.mState = Wander_MoveNow;
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}
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else // probably walking into another NPC
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{
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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mObstacleCheck.takeEvasiveAction(movement);
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}
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mStuckCount++; // TODO: maybe no longer needed
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}
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else
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{
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movement.mPosition[1] = 1;
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}
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// if stuck for sufficiently long, act like current location was the destination
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if (mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
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{
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//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
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mObstacleCheck.clear();
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stopWalking(actor, storage);
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storage.mState = Wander_ChooseAction;
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mStuckCount = 0;
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}
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}
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void AiWander::playIdleDialogueRandomly(const MWWorld::Ptr& actor)
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{
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int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
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if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
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&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
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{
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MWWorld::Ptr player = getPlayer();
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static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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float roll = Misc::Rng::rollProbability() * 10000.0f;
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// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
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// due to the roll being an integer.
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// Our implementation does not have these issues, so needs to be recalibrated. We chose to
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// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
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float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f);
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// Only say Idle voices when player is in LOS
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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// voices going through walls?
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const ESM::Position& pos = actor.getRefData().getPosition();
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if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2()
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< 3000 * 3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
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&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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}
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void AiWander::playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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{
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// Play a random voice greeting if the player gets too close
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int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
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float helloDistance = static_cast<float>(hello);
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static int iGreetDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
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helloDistance *= iGreetDistanceMultiplier;
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MWWorld::Ptr player = getPlayer();
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osg::Vec3f playerPos(player.getRefData().getPosition().asVec3());
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osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
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float playerDistSqr = (playerPos - actorPos).length2();
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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();
|
|
}
|
|
}
|
|
|