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126 lines
5.0 KiB
C++
126 lines
5.0 KiB
C++
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#include "aipackage.hpp"
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#include <cmath>
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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 <OgreMath.h>
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#include "steering.hpp"
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MWMechanics::AiPackage::~AiPackage() {}
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MWMechanics::AiPackage::AiPackage() : mTimer(.26), mStuckTimer(0) { //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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mStuckTimer += duration; //Update stuck 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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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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const ESM::Cell *cell = actor.getCell()->getCell();
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Movement &movement = actor.getClass().getMovementSettings(actor);
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//Ensure pursuer doesn't leave loaded cells
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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if(cell->mData.mY != player.getCell()->getCell()->mData.mY)
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{
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int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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}
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//Start position
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ESM::Pathgrid::Point start = pos.pos;
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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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if(distance(mPrevDest, dest) > 10) { //Only rebuild path if it's moved
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mPathFinder.buildPath(start, 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],pos.pos[2])) //Path finished?
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return true;
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else if(mStuckTimer>0.5) //Every half second see if we need to take action to avoid something
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{
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/// TODO (tluppi#1#): Use ObstacleCheck here. Not working for some reason
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//if(mObstacleCheck.check(actor, duration)) {
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if(distance(start, mStuckPos.pos[0], mStuckPos.pos[1], mStuckPos.pos[2]) < actor.getClass().getSpeed(actor)*0.05 && distance(dest, start) > 20) { //Actually stuck, and far enough away from destination to care
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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() && door.getClass().getDoorState(door) == 0) { //Open the door if untrapped
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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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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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// change the angle a bit, too
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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}
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}
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else { //Not stuck, so reset things
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mStuckTimer = 0;
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mStuckPos = pos;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward
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}
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}
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else {
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward the rest of the time
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}
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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return false;
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}
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