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183 lines
7.1 KiB
C++
183 lines
7.1 KiB
C++
#ifndef GAME_MWMECHANICS_AIWANDER_H
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#define GAME_MWMECHANICS_AIWANDER_H
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#include "typedaipackage.hpp"
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#include <vector>
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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 "aitimer.hpp"
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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 AiWander;
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}
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}
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namespace MWMechanics
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{
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/// \brief This class holds the variables AiWander needs which are deleted if the package becomes inactive.
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struct AiWanderStorage : AiTemporaryBase
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{
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AiReactionTimer mReaction;
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// AiWander states
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enum WanderState
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{
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Wander_ChooseAction,
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Wander_IdleNow,
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Wander_MoveNow,
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Wander_Walking
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};
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WanderState mState;
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bool mIsWanderingManually;
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bool mCanWanderAlongPathGrid;
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unsigned short mIdleAnimation;
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std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
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// do we need to calculate allowed nodes based on mDistance
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bool mPopulateAvailableNodes;
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// allowed pathgrid nodes based on mDistance from the spawn point
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// in local coordinates of mCell
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std::vector<ESM::Pathgrid::Point> mAllowedNodes;
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ESM::Pathgrid::Point mCurrentNode;
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bool mTrimCurrentNode;
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float mCheckIdlePositionTimer;
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int mStuckCount;
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AiWanderStorage():
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mState(Wander_ChooseAction),
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mIsWanderingManually(false),
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mCanWanderAlongPathGrid(true),
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mIdleAnimation(0),
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mBadIdles(),
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mPopulateAvailableNodes(true),
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mAllowedNodes(),
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mTrimCurrentNode(false),
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mCheckIdlePositionTimer(0),
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mStuckCount(0)
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{};
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void setState(const WanderState wanderState, const bool isManualWander = false)
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{
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mState = wanderState;
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mIsWanderingManually = isManualWander;
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}
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};
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/// \brief Causes the Actor to wander within a specified range
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class AiWander final : public TypedAiPackage<AiWander>
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{
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public:
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/// Constructor
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/** \param distance Max distance the ACtor will wander
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\param duration Time, in hours, that this package will be preformed
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\param timeOfDay Currently unimplemented. Not functional in the original engine.
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\param idle Chances of each idle to play (9 in total)
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\param repeat Repeat wander or not **/
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AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat);
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explicit AiWander (const ESM::AiSequence::AiWander* wander);
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bool execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override;
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static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Wander; }
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static constexpr Options makeDefaultOptions()
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{
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AiPackage::Options options;
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options.mUseVariableSpeed = true;
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return options;
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}
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void writeState(ESM::AiSequence::AiSequence &sequence) const override;
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void fastForward(const MWWorld::Ptr& actor, AiState& state) override;
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osg::Vec3f getDestination(const MWWorld::Ptr& actor) const override;
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osg::Vec3f getDestination() const override
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{
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if (!mHasDestination)
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return osg::Vec3f(0, 0, 0);
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return mDestination;
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}
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bool isStationary() const { return mDistance == 0; }
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private:
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void stopWalking(const MWWorld::Ptr& actor);
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/// Have the given actor play an idle animation
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/// @return Success or error
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bool playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
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bool checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
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short unsigned getRandomIdle();
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void setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos);
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void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
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void onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
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void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
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void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos);
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inline bool isPackageCompleted() const;
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void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
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bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
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void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);
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bool isNearAllowedNode(const MWWorld::Ptr &actor, const AiWanderStorage& storage, float distance) const;
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const int mDistance; // how far the actor can wander from the spawn point
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const int mDuration;
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float mRemainingDuration;
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const int mTimeOfDay;
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const std::vector<unsigned char> mIdle;
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bool mStoredInitialActorPosition;
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osg::Vec3f mInitialActorPosition; // Note: an original engine does not reset coordinates even when actor changes a cell
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bool mHasDestination;
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osg::Vec3f mDestination;
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bool mUsePathgrid;
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void getNeighbouringNodes(ESM::Pathgrid::Point dest, const MWWorld::CellStore* currentCell, ESM::Pathgrid::PointList& points);
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void getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage);
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void trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes, const PathFinder& pathfinder);
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// constants for converting idleSelect values into groupNames
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enum GroupIndex
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{
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GroupIndex_MinIdle = 2,
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GroupIndex_MaxIdle = 9
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};
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/// convert point from local (i.e. cell) to world coordinates
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void ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell);
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void SetCurrentNodeToClosestAllowedNode(const osg::Vec3f& npcPos, AiWanderStorage& storage);
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void AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex, AiWanderStorage& storage);
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void AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage);
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/// lookup table for converting idleSelect value to groupName
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static const std::string sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1];
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static int OffsetToPreventOvercrowding();
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};
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}
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#endif
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