You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
90 lines
2.7 KiB
C++
90 lines
2.7 KiB
C++
#include "aiavoiddoor.hpp"
|
|
|
|
#include <components/misc/rng.hpp>
|
|
|
|
#include "../mwbase/world.hpp"
|
|
#include "../mwbase/environment.hpp"
|
|
#include "../mwbase/mechanicsmanager.hpp"
|
|
|
|
#include "../mwworld/class.hpp"
|
|
|
|
#include "creaturestats.hpp"
|
|
#include "movement.hpp"
|
|
#include "actorutil.hpp"
|
|
#include "steering.hpp"
|
|
|
|
static const int MAX_DIRECTIONS = 4;
|
|
|
|
MWMechanics::AiAvoidDoor::AiAvoidDoor(const MWWorld::ConstPtr& doorPtr)
|
|
: mDuration(1), mDoorPtr(doorPtr), mDirection(0)
|
|
{
|
|
|
|
}
|
|
|
|
bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
|
|
{
|
|
|
|
ESM::Position pos = actor.getRefData().getPosition();
|
|
if(mDuration == 1) //If it just started, get the actor position as the stuck detection thing
|
|
mLastPos = pos.asVec3();
|
|
|
|
mDuration -= duration; //Update timer
|
|
|
|
if (mDuration < 0)
|
|
{
|
|
if (isStuck(pos.asVec3()))
|
|
{
|
|
adjustDirection();
|
|
mDuration = 1; //reset timer
|
|
}
|
|
else
|
|
return true; // We have tried backing up for more than one second, we've probably cleared it
|
|
}
|
|
|
|
if (mDoorPtr.getClass().getDoorState(mDoorPtr) == MWWorld::DoorState::Idle)
|
|
return true; //Door is no longer opening
|
|
|
|
ESM::Position tPos = mDoorPtr.getRefData().getPosition(); //Position of the door
|
|
float x = pos.pos[1] - tPos.pos[1];
|
|
float y = pos.pos[0] - tPos.pos[0];
|
|
|
|
actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
|
|
|
|
// Turn away from the door and move when turn completed
|
|
if (zTurn(actor, std::atan2(y,x) + getAdjustedAngle(), osg::DegreesToRadians(5.f)))
|
|
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
|
|
else
|
|
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
|
|
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
|
|
|
|
// Make all nearby actors also avoid the door
|
|
std::vector<MWWorld::Ptr> actors;
|
|
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(),100,actors);
|
|
for(auto& neighbor : actors)
|
|
{
|
|
if (neighbor == getPlayer())
|
|
continue;
|
|
|
|
MWMechanics::AiSequence& seq = neighbor.getClass().getCreatureStats(neighbor).getAiSequence();
|
|
if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor)
|
|
seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), neighbor);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MWMechanics::AiAvoidDoor::isStuck(const osg::Vec3f& actorPos) const
|
|
{
|
|
return (actorPos - mLastPos).length2() < 10 * 10;
|
|
}
|
|
|
|
void MWMechanics::AiAvoidDoor::adjustDirection()
|
|
{
|
|
mDirection = Misc::Rng::rollDice(MAX_DIRECTIONS);
|
|
}
|
|
|
|
float MWMechanics::AiAvoidDoor::getAdjustedAngle() const
|
|
{
|
|
return 2 * osg::PI / MAX_DIRECTIONS * mDirection;
|
|
}
|