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275 lines
9.2 KiB
C++
275 lines
9.2 KiB
C++
#include "aifollow.hpp"
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#include <components/esm/aisequence.hpp>
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#include <components/esm/loadcell.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 "../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 "steering.hpp"
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namespace
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{
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osg::Vec3f::value_type getHalfExtents(const MWWorld::ConstPtr& actor)
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{
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if(actor.getClass().isNpc())
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return 64;
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return MWBase::Environment::get().getWorld()->getHalfExtents(actor).y();
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}
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}
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namespace MWMechanics
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{
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int AiFollow::mFollowIndexCounter = 0;
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AiFollow::AiFollow(const std::string &actorId, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actorId;
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}
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AiFollow::AiFollow(const std::string &actorId, const std::string &cellId, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actorId;
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}
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AiFollow::AiFollow(const MWWorld::Ptr& actor, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actor.getCellRef().getRefId();
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiFollow::AiFollow(const MWWorld::Ptr& actor, const std::string &cellId, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actor.getCellRef().getRefId();
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiFollow::AiFollow(const MWWorld::Ptr& actor, bool commanded)
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: TypedAiPackage<AiFollow>(makeDefaultOptions().withShouldCancelPreviousAi(!commanded))
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, mAlwaysFollow(true), mDuration(0), mRemainingDuration(0), mX(0), mY(0), mZ(0)
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, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actor.getCellRef().getRefId();
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
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: TypedAiPackage<AiFollow>(makeDefaultOptions().withShouldCancelPreviousAi(!follow->mCommanded))
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, mAlwaysFollow(follow->mAlwaysFollow)
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// mDuration isn't saved in the save file, so just giving it "1" for now if the package had a duration.
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// The exact value of mDuration only matters for repeating packages.
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// Previously mRemainingDuration could be negative even when mDuration was 0. Checking for > 0 should fix old saves.
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, mDuration(follow->mRemainingDuration)
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, mRemainingDuration(follow->mRemainingDuration)
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, mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ)
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, mCellId(follow->mCellId), mActive(follow->mActive), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = follow->mTargetId;
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mTargetActorId = follow->mTargetActorId;
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}
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bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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const MWWorld::Ptr target = getTarget();
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// Target is not here right now, wait for it to return
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// Really we should be checking whether the target is currently registered with the MechanicsManager
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if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
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return false;
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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AiFollowStorage& storage = state.get<AiFollowStorage>();
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bool& rotate = storage.mTurnActorToTarget;
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if (rotate)
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{
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if (zTurn(actor, storage.mTargetAngleRadians))
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rotate = false;
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return false;
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}
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/*
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Start of tes3mp addition
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If this follow package is set to allow for any distance, skip the checks below
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*/
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if (mIgnoreDistance)
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mActive = true;
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/*
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End of tes3mp addition
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*/
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const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
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const osg::Vec3f targetPos(target.getRefData().getPosition().asVec3());
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const osg::Vec3f targetDir = targetPos - actorPos;
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// AiFollow requires the target to be in range and within sight for the initial activation
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if (!mActive)
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{
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storage.mTimer -= duration;
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if (storage.mTimer < 0)
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{
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if (targetDir.length2() < 500*500 && MWBase::Environment::get().getWorld()->getLOS(actor, target))
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mActive = true;
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storage.mTimer = 0.5f;
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}
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}
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if (!mActive)
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return false;
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// In the original engine the first follower stays closer to the player than any subsequent followers.
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// Followers beyond the first usually attempt to stand inside each other.
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osg::Vec3f::value_type floatingDistance = 0;
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auto followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingByIndex(target);
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if (followers.size() >= 2 && followers.cbegin()->first != mFollowIndex)
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{
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for(auto& follower : followers)
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{
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auto halfExtent = getHalfExtents(follower.second);
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if(halfExtent > floatingDistance)
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floatingDistance = halfExtent;
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}
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floatingDistance += 128;
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}
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floatingDistance += getHalfExtents(target) + 64;
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floatingDistance += getHalfExtents(actor) * 2;
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short followDistance = static_cast<short>(floatingDistance);
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if (!mAlwaysFollow) //Update if you only follow for a bit
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{
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//Check if we've run out of time
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if (mDuration > 0)
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{
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mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
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if (mRemainingDuration <= 0)
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{
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mRemainingDuration = mDuration;
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return true;
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}
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}
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osg::Vec3f finalPos(mX, mY, mZ);
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if ((actorPos-finalPos).length2() < followDistance*followDistance) //Close-ish to final position
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{
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if (actor.getCell()->isExterior()) //Outside?
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{
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if (mCellId == "") //No cell to travel to
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return true;
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}
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else
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{
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if (mCellId == actor.getCell()->getCell()->mName) //Cell to travel to
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return true;
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}
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}
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}
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short baseFollowDistance = followDistance;
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short threshold = 30; // to avoid constant switching between moving/stopping
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if (storage.mMoving)
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followDistance -= threshold;
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else
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followDistance += threshold;
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if (targetDir.length2() <= followDistance * followDistance)
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{
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float faceAngleRadians = std::atan2(targetDir.x(), targetDir.y());
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if (!zTurn(actor, faceAngleRadians, osg::DegreesToRadians(45.f)))
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{
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storage.mTargetAngleRadians = faceAngleRadians;
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storage.mTurnActorToTarget = true;
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}
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return false;
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}
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storage.mMoving = !pathTo(actor, targetPos, duration, baseFollowDistance); // Go to the destination
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if (storage.mMoving)
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{
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//Check if you're far away
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if (targetDir.length2() > 450 * 450)
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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else if (targetDir.length2() < 325 * 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshold
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
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}
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return false;
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}
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std::string AiFollow::getFollowedActor()
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{
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return mTargetActorRefId;
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}
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bool AiFollow::isCommanded() const
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{
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return !mOptions.mShouldCancelPreviousAi;
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}
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void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::unique_ptr<ESM::AiSequence::AiFollow> follow(new ESM::AiSequence::AiFollow());
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follow->mData.mX = mX;
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follow->mData.mY = mY;
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follow->mData.mZ = mZ;
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follow->mTargetId = mTargetActorRefId;
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follow->mTargetActorId = mTargetActorId;
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follow->mRemainingDuration = mRemainingDuration;
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follow->mCellId = mCellId;
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follow->mAlwaysFollow = mAlwaysFollow;
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follow->mCommanded = isCommanded();
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follow->mActive = mActive;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Follow;
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package.mPackage = follow.release();
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sequence.mPackages.push_back(package);
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}
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int AiFollow::getFollowIndex() const
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{
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return mFollowIndex;
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}
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void AiFollow::fastForward(const MWWorld::Ptr& actor, AiState &state)
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{
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// Update duration counter if this package has a duration
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if (mDuration > 0)
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mRemainingDuration--;
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}
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/*
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Start of tes3mp addition
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Make it possible to allow following from any distance
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*/
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void AiFollow::allowAnyDistance(bool state)
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{
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mIgnoreDistance = state;
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}
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/*
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End of tes3mp addition
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*/
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}
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