mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 05:19:55 +00:00
149 lines
5.6 KiB
C++
149 lines
5.6 KiB
C++
#include "aifollow.hpp"
|
|
#include <iostream>
|
|
#include "../mwbase/world.hpp"
|
|
#include "../mwbase/environment.hpp"
|
|
#include "../mwworld/class.hpp"
|
|
#include "../mwworld/cellstore.hpp"
|
|
#include "creaturestats.hpp"
|
|
#include "movement.hpp"
|
|
|
|
#include <OgreMath.h>
|
|
|
|
#include "steering.hpp"
|
|
|
|
MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
|
|
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0)
|
|
{
|
|
}
|
|
MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
|
|
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), mTimer(0), mStuckTimer(0)
|
|
{
|
|
}
|
|
|
|
MWMechanics::AiFollow::AiFollow(const std::string &actorId)
|
|
: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0)
|
|
{
|
|
}
|
|
|
|
bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
|
|
{
|
|
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow
|
|
|
|
if(target == MWWorld::Ptr()) return true; //Target doesn't exist
|
|
|
|
mTimer = mTimer + duration; //Update timer
|
|
mStuckTimer = mStuckTimer + duration; //Update stuck timer
|
|
mTotalTime = mTotalTime + duration; //Update total time following
|
|
|
|
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
|
|
|
|
if(!mAlwaysFollow) //Update if you only follow for a bit
|
|
{
|
|
if(mTotalTime > mDuration && mDuration != 0) //Check if we've run out of time
|
|
return true;
|
|
|
|
if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
|
|
(pos.pos[1]-mY)*(pos.pos[1]-mY) +
|
|
(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) //Close-ish to final position
|
|
{
|
|
if(actor.getCell()->isExterior()) //Outside?
|
|
{
|
|
if(mCellId == "") //No cell to travel to
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Set the target desition from the actor
|
|
ESM::Pathgrid::Point dest;
|
|
dest.mX = target.getRefData().getPosition().pos[0];
|
|
dest.mY = target.getRefData().getPosition().pos[1];
|
|
dest.mZ = target.getRefData().getPosition().pos[2];
|
|
|
|
//Current position, for pathfilding stuff
|
|
ESM::Pathgrid::Point start;
|
|
start.mX = pos.pos[0];
|
|
start.mY = pos.pos[1];
|
|
start.mZ = pos.pos[2];
|
|
|
|
//Build the path to get to the destination
|
|
if(mPathFinder.getPath().empty())
|
|
mPathFinder.buildPath(start, dest, actor.getCell(), true);
|
|
|
|
//***********************
|
|
// Checks if you can't get to the end position at all
|
|
//***********************
|
|
if(mTimer > 0.25)
|
|
{
|
|
if(!mPathFinder.getPath().empty()) //Path has points in it
|
|
{
|
|
ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path
|
|
|
|
if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX)
|
|
+(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY)
|
|
+(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ)
|
|
> 100*100) //End of the path is far from the destination
|
|
mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
|
|
}
|
|
|
|
mTimer = 0;
|
|
}
|
|
|
|
//************************
|
|
// Checks if you aren't moving; you're stuck
|
|
//************************
|
|
if(mStuckTimer>0.5) //Checks every half of a second
|
|
{
|
|
if((mStuckPos.pos[0] - pos.pos[0])*(mStuckPos.pos[0] - pos.pos[0])
|
|
+(mStuckPos.pos[1] - pos.pos[1])*(mStuckPos.pos[1] - pos.pos[1])
|
|
+(mStuckPos.pos[2] - pos.pos[2])*(mStuckPos.pos[2] - pos.pos[2]) < 100) //NPC is stuck
|
|
mPathFinder.buildPath(start, dest, actor.getCell(), true);
|
|
|
|
mStuckTimer = 0;
|
|
mStuckPos = pos;
|
|
}
|
|
|
|
//Checks if the path isn't over, turn tomards the direction that you're going
|
|
if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
|
|
{
|
|
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
|
|
}
|
|
|
|
if((dest.mX - pos.pos[0])*(dest.mX - pos.pos[0])+(dest.mY - pos.pos[1])*(dest.mY - pos.pos[1])+(dest.mZ - pos.pos[2])*(dest.mZ - pos.pos[2])
|
|
< 100*100)
|
|
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
|
|
else
|
|
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
|
|
|
|
//Check if you're far away
|
|
if((dest.mX - start.mX)*(dest.mX - start.mX)
|
|
+(dest.mY - start.mY)*(dest.mY - start.mY)
|
|
+(dest.mZ - start.mZ)*(dest.mZ - start.mZ) > 1000*1000)
|
|
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
|
|
else if((dest.mX - start.mX)*(dest.mX - start.mX) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
|
|
+(dest.mY - start.mY)*(dest.mY - start.mY)
|
|
+(dest.mZ - start.mZ)*(dest.mZ - start.mZ) < 800*800)
|
|
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
|
|
|
|
return false;
|
|
}
|
|
|
|
std::string MWMechanics::AiFollow::getFollowedActor()
|
|
{
|
|
return mActorId;
|
|
}
|
|
|
|
MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const
|
|
{
|
|
return new AiFollow(*this);
|
|
}
|
|
|
|
int MWMechanics::AiFollow::getTypeId() const
|
|
{
|
|
return TypeIdFollow;
|
|
}
|