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

187 lines
6.0 KiB
C++

#include "obstacle.hpp"
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "movement.hpp"
namespace MWMechanics
{
// NOTE: determined empirically but probably need further tweaking
static const float DIST_SAME_SPOT = 0.5f;
static const float DURATION_SAME_SPOT = 1.5f;
static const float DURATION_TO_EVADE = 0.4f;
const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
{
{ 1.0f, 0.0f }, // move to side
{ 1.0f, -1.0f }, // move to side and backwards
{ -1.0f, 0.0f }, // move to other side
{ -1.0f, -1.0f } // move to side and backwards
};
bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
{
if(getNearbyDoor(actor, minDist).isEmpty())
return false;
else
return true;
}
const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
{
MWWorld::CellStore *cell = actor.getCell();
// Check all the doors in this cell
const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
pos.z() = 0;
osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0));
for (const auto& ref : doors.mList)
{
osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
// FIXME: cast
const MWWorld::Ptr doorPtr = MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell());
const auto doorState = doorPtr.getClass().getDoorState(doorPtr);
float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];
if (doorState != MWWorld::DoorState::Idle || doorRot != 0)
continue; // the door is already opened/opening
doorPos.z() = 0;
float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));
// Allow 60 degrees angle between actor and door
if (angle < -osg::PI / 3 || angle > osg::PI / 3)
continue;
// Door is not close enough
if ((pos - doorPos).length2() > minDist*minDist)
continue;
return doorPtr; // found, stop searching
}
return MWWorld::Ptr(); // none found
}
ObstacleCheck::ObstacleCheck()
: mWalkState(WalkState::Initial)
, mStateDuration(0)
, mEvadeDirectionIndex(0)
{
}
void ObstacleCheck::clear()
{
mWalkState = WalkState::Initial;
}
bool ObstacleCheck::isEvading() const
{
return mWalkState == WalkState::Evade;
}
/*
* input - actor, duration (time since last check)
* output - true if evasive action needs to be taken
*
* Walking state transitions (player greeting check not shown):
*
* Initial ----> Norm <--------> CheckStuck -------> Evade ---+
* ^ ^ | f ^ | t ^ | |
* | | | | | | | |
* | +-+ +---+ +---+ | u
* | any < t < u |
* +---------------------------------------------+
*
* f = one reaction time
* t = how long before considered stuck
* u = how long to move sideways
*
*/
void ObstacleCheck::update(const MWWorld::Ptr& actor, const osg::Vec3f& destination, float duration)
{
const auto position = actor.getRefData().getPosition().asVec3();
if (mWalkState == WalkState::Initial)
{
mWalkState = WalkState::Norm;
mStateDuration = 0;
mPrev = position;
mInitialDistance = (destination - position).length();
return;
}
if (mWalkState != WalkState::Evade)
{
const float distSameSpot = DIST_SAME_SPOT * actor.getClass().getCurrentSpeed(actor) * duration;
const float prevDistance = (destination - mPrev).length();
const float currentDistance = (destination - position).length();
const float movedDistance = prevDistance - currentDistance;
const float movedFromInitialDistance = mInitialDistance - currentDistance;
mPrev = position;
if (movedDistance >= distSameSpot && movedFromInitialDistance >= distSameSpot)
{
mWalkState = WalkState::Norm;
mStateDuration = 0;
return;
}
if (mWalkState == WalkState::Norm)
{
mWalkState = WalkState::CheckStuck;
mStateDuration = duration;
mInitialDistance = (destination - position).length();
return;
}
mStateDuration += duration;
if (mStateDuration < DURATION_SAME_SPOT)
{
return;
}
mWalkState = WalkState::Evade;
mStateDuration = 0;
chooseEvasionDirection();
return;
}
mStateDuration += duration;
if(mStateDuration >= DURATION_TO_EVADE)
{
// tried to evade, assume all is ok and start again
mWalkState = WalkState::Norm;
mStateDuration = 0;
mPrev = position;
}
}
void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement) const
{
actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0];
actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1];
}
void ObstacleCheck::chooseEvasionDirection()
{
// change direction if attempt didn't work
++mEvadeDirectionIndex;
if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS)
{
mEvadeDirectionIndex = 0;
}
}
}