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182 lines
6.9 KiB
C++
182 lines
6.9 KiB
C++
#ifndef GAME_MWMECHANICS_AIPACKAGE_H
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#define GAME_MWMECHANICS_AIPACKAGE_H
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#include <memory>
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#include <components/detournavigator/areatype.hpp>
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#include "pathfinding.hpp"
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#include "obstacle.hpp"
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#include "aistate.hpp"
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#include "aipackagetypeid.hpp"
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#include "aitimer.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace ESM
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{
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struct Cell;
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namespace AiSequence
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{
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struct AiSequence;
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}
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}
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namespace MWMechanics
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{
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class CharacterController;
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class PathgridGraph;
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/// \brief Base class for AI packages
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class AiPackage
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{
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public:
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struct Options
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{
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unsigned int mPriority = 0;
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bool mUseVariableSpeed = false;
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bool mSideWithTarget = false;
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bool mFollowTargetThroughDoors = false;
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bool mCanCancel = true;
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bool mShouldCancelPreviousAi = true;
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bool mRepeat = false;
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bool mAlwaysActive = false;
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constexpr Options withRepeat(bool value)
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{
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mRepeat = value;
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return *this;
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}
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constexpr Options withShouldCancelPreviousAi(bool value)
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{
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mShouldCancelPreviousAi = value;
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return *this;
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}
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};
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AiPackage(AiPackageTypeId typeId, const Options& options);
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virtual ~AiPackage() = default;
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static constexpr Options makeDefaultOptions()
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{
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return Options{};
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}
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///Clones the package
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virtual std::unique_ptr<AiPackage> clone() const = 0;
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/// Updates and runs the package (Should run every frame)
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/// \return Package completed?
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virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) = 0;
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/// Returns the TypeID of the AiPackage
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/// \see enum TypeId
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AiPackageTypeId getTypeId() const { return mTypeId; }
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/// Higher number is higher priority (0 being the lowest)
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unsigned int getPriority() const { return mOptions.mPriority; }
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/// Check if package use movement with variable speed
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bool useVariableSpeed() const { return mOptions.mUseVariableSpeed; }
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virtual void writeState (ESM::AiSequence::AiSequence& sequence) const {}
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/// Simulates the passing of time
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virtual void fastForward(const MWWorld::Ptr& actor, AiState& state) {}
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/// Get the target actor the AI is targeted at (not applicable to all AI packages, default return empty Ptr)
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virtual MWWorld::Ptr getTarget() const;
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/// Get the destination point of the AI package (not applicable to all AI packages, default return (0, 0, 0))
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virtual osg::Vec3f getDestination(const MWWorld::Ptr& actor) const { return osg::Vec3f(0, 0, 0); };
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/// Return true if having this AiPackage makes the actor side with the target in fights (default false)
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bool sideWithTarget() const { return mOptions.mSideWithTarget; }
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/// Return true if the actor should follow the target through teleport doors (default false)
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bool followTargetThroughDoors() const { return mOptions.mFollowTargetThroughDoors; }
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/// Can this Ai package be canceled? (default true)
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bool canCancel() const { return mOptions.mCanCancel; }
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/// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)?
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bool shouldCancelPreviousAi() const { return mOptions.mShouldCancelPreviousAi; }
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/// Return true if this package should repeat. Currently only used for Wander packages.
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bool getRepeat() const { return mOptions.mRepeat; }
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virtual osg::Vec3f getDestination() const { return osg::Vec3f(0, 0, 0); }
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/// Return true if any loaded actor with this AI package must be active.
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bool alwaysActive() const { return mOptions.mAlwaysActive; }
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/// Reset pathfinding state
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void reset();
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/// Return if actor's rotation speed is sufficient to rotate to the destination pathpoint on the run. Otherwise actor should rotate while standing.
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static bool isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& dest);
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osg::Vec3f getNextPathPoint(const osg::Vec3f& destination) const;
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float getNextPathPointTolerance(float speed, float duration, const osg::Vec3f& halfExtents) const;
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protected:
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/// Handles path building and shortcutting with obstacles avoiding
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/** \return If the actor has arrived at his destination **/
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bool pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration, float destTolerance = 0.0f);
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/// Check if there aren't any obstacles along the path to make shortcut possible
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/// If a shortcut is possible then path will be cleared and filled with the destination point.
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/// \param destInLOS If not nullptr function will return ray cast check result
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/// \return If can shortcut the path
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bool shortcutPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor,
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bool *destInLOS, bool isPathClear);
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/// Check if the way to the destination is clear, taking into account actor speed
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bool checkWayIsClearForActor(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor);
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bool doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::Ptr& actor) const;
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void evadeObstacles(const MWWorld::Ptr& actor);
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void openDoors(const MWWorld::Ptr& actor);
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const PathgridGraph& getPathGridGraph(const MWWorld::CellStore* cell);
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DetourNavigator::Flags getNavigatorFlags(const MWWorld::Ptr& actor) const;
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DetourNavigator::AreaCosts getAreaCosts(const MWWorld::Ptr& actor) const;
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const AiPackageTypeId mTypeId;
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const Options mOptions;
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// TODO: all this does not belong here, move into temporary storage
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PathFinder mPathFinder;
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ObstacleCheck mObstacleCheck;
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AiReactionTimer mReaction;
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std::string mTargetActorRefId;
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mutable int mTargetActorId;
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short mRotateOnTheRunChecks; // attempts to check rotation to the pathpoint on the run possibility
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bool mIsShortcutting; // if shortcutting at the moment
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bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt
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osg::Vec3f mShortcutFailPos; // position of last shortcut fail
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float mLastDestinationTolerance = 0;
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private:
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bool isNearInactiveCell(osg::Vec3f position);
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};
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}
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#endif
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