mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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39c0ce9ddf
When distance between start and end point is greater than max radius of area possibly covered by navmesh there is no way to find path via navmesh. Also if distance is greater than cell size navmesh might not exists withing mentioned area because cell is not loaded therefore navmesh is not generated. So minumum of these values is used to limit max path distance. Assuming that path actually exists it's possible to build path to the edge of a circle. When actor reaches initial edge path is built further. However it will not be optimal.
451 lines
16 KiB
C++
451 lines
16 KiB
C++
#include "aipackage.hpp"
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#include <components/esm/loadcell.hpp>
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#include <components/esm/loadland.hpp>
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#include <components/esm/loadmgef.hpp>
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#include <components/detournavigator/navigator.hpp>
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#include <components/misc/coordinateconverter.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwphysics/collisiontype.hpp"
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#include "pathgrid.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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#include "actorutil.hpp"
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#include <osg/Quat>
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MWMechanics::AiPackage::AiPackage(AiPackageTypeId typeId, const Options& options) :
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mTypeId(typeId),
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mOptions(options),
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mTargetActorRefId(""),
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mTargetActorId(-1),
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mRotateOnTheRunChecks(0),
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mIsShortcutting(false),
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mShortcutProhibited(false),
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mShortcutFailPos()
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{
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}
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MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
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{
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if (mTargetActorId == -2)
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return MWWorld::Ptr();
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if (mTargetActorId == -1)
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{
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false);
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if (target.isEmpty())
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{
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mTargetActorId = -2;
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return target;
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}
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else
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mTargetActorId = target.getClass().getCreatureStats(target).getActorId();
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}
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if (mTargetActorId != -1)
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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else
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return MWWorld::Ptr();
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}
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void MWMechanics::AiPackage::reset()
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{
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// reset all members
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mReaction.reset();
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mIsShortcutting = false;
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mShortcutProhibited = false;
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mShortcutFailPos = osg::Vec3f();
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mPathFinder.clearPath();
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mObstacleCheck.clear();
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}
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bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration, float destTolerance)
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{
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const Misc::TimerStatus timerStatus = mReaction.update(duration);
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const osg::Vec3f position = actor.getRefData().getPosition().asVec3(); //position of the actor
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MWBase::World* world = MWBase::Environment::get().getWorld();
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const osg::Vec3f halfExtents = world->getHalfExtents(actor);
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/// Stops the actor when it gets too close to a unloaded cell
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//... At current time, this test is unnecessary. AI shuts down when actor is more than "actors processing range" setting value
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//... units from player, and exterior cells are 8192 units long and wide.
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//... But AI processing distance may increase in the future.
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if (isNearInactiveCell(position))
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{
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actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest);
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return false;
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}
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const float distToTarget = distance(position, dest);
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const bool isDestReached = (distToTarget <= destTolerance);
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const bool actorCanMoveByZ = canActorMoveByZAxis(actor);
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if (!isDestReached && timerStatus == Misc::TimerStatus::Elapsed)
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{
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if (actor.getClass().isBipedal(actor))
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openDoors(actor);
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const bool wasShortcutting = mIsShortcutting;
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bool destInLOS = false;
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// Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions.
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mIsShortcutting = actorCanMoveByZ
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&& shortcutPath(position, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first
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if (!mIsShortcutting)
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{
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if (wasShortcutting || doesPathNeedRecalc(dest, actor)) // if need to rebuild path
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{
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const auto pathfindingHalfExtents = world->getPathfindingHalfExtents(actor);
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mPathFinder.buildLimitedPath(actor, position, dest, actor.getCell(), getPathGridGraph(actor.getCell()),
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pathfindingHalfExtents, getNavigatorFlags(actor), getAreaCosts(actor));
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mRotateOnTheRunChecks = 3;
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// give priority to go directly on target if there is minimal opportunity
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if (destInLOS && mPathFinder.getPath().size() > 1)
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{
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// get point just before dest
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auto pPointBeforeDest = mPathFinder.getPath().rbegin() + 1;
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// if start point is closer to the target then last point of path (excluding target itself) then go straight on the target
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if (distance(position, dest) <= distance(dest, *pPointBeforeDest))
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{
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mPathFinder.clearPath();
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mPathFinder.addPointToPath(dest);
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}
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}
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}
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if (!mPathFinder.getPath().empty()) //Path has points in it
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{
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const osg::Vec3f& lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path
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if(distance(dest, lastPos) > 100) //End of the path is far from the destination
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mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
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}
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}
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}
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const float actorTolerance = 2 * actor.getClass().getMaxSpeed(actor) * duration
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+ 1.2 * std::max(halfExtents.x(), halfExtents.y());
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const float pointTolerance = std::max(MIN_TOLERANCE, actorTolerance);
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static const bool smoothMovement = Settings::Manager::getBool("smooth movement", "Game");
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mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE,
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/*shortenIfAlmostStraight=*/smoothMovement, actorCanMoveByZ);
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if (isDestReached || mPathFinder.checkPathCompleted()) // if path is finished
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{
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// turn to destination point
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zTurn(actor, getZAngleToPoint(position, dest));
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smoothTurn(actor, getXAngleToPoint(position, dest), 0);
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world->removeActorPath(actor);
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return true;
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}
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else if (mPathFinder.getPath().empty())
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return false;
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world->updateActorPath(actor, mPathFinder.getPath(), halfExtents, position, dest);
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if (mRotateOnTheRunChecks == 0
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|| isReachableRotatingOnTheRun(actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target
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if (mRotateOnTheRunChecks > 0) mRotateOnTheRunChecks--;
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}
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// turn to next path point by X,Z axes
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float zAngleToNext = mPathFinder.getZAngleToNext(position.x(), position.y());
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zTurn(actor, zAngleToNext);
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smoothTurn(actor, mPathFinder.getXAngleToNext(position.x(), position.y(), position.z()), 0);
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const auto destination = mPathFinder.getPath().empty() ? dest : mPathFinder.getPath().front();
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mObstacleCheck.update(actor, destination, duration);
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if (smoothMovement)
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{
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const float smoothTurnReservedDist = 150;
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auto& movement = actor.getClass().getMovementSettings(actor);
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float distToNextSqr = osg::Vec2f(destination.x() - position.x(), destination.y() - position.y()).length2();
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float diffAngle = zAngleToNext - actor.getRefData().getPosition().rot[2];
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if (std::cos(diffAngle) < -0.1)
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movement.mPosition[0] = movement.mPosition[1] = 0;
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else if (distToNextSqr > smoothTurnReservedDist * smoothTurnReservedDist)
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{ // Go forward (and slowly turn towards the next path point)
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movement.mPosition[0] = 0;
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movement.mPosition[1] = 1;
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}
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else
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{ // Next path point is near, so use diagonal movement to follow the path precisely.
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movement.mPosition[0] = std::sin(diffAngle);
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movement.mPosition[1] = std::max(std::cos(diffAngle), 0.f);
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}
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}
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// handle obstacles on the way
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evadeObstacles(actor);
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return false;
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}
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void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor)
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{
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// check if stuck due to obstacles
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if (!mObstacleCheck.isEvading()) return;
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// first check if obstacle is a door
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static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
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const MWWorld::Ptr door = getNearbyDoor(actor, distance);
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if (!door.isEmpty() && actor.getClass().isBipedal(actor))
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{
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openDoors(actor);
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}
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else
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{
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mObstacleCheck.takeEvasiveAction(actor.getClass().getMovementSettings(actor));
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}
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}
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namespace
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{
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bool isDoorOnTheWay(const MWWorld::Ptr& actor, const MWWorld::Ptr& door, const osg::Vec3f& nextPathPoint)
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{
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const auto world = MWBase::Environment::get().getWorld();
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const auto halfExtents = world->getHalfExtents(actor);
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const auto position = actor.getRefData().getPosition().asVec3() + osg::Vec3f(0, 0, halfExtents.z());
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const auto destination = nextPathPoint + osg::Vec3f(0, 0, halfExtents.z());
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return world->hasCollisionWithDoor(door, position, destination);
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}
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}
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void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
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{
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// note: AiWander currently does not open doors
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if (getTypeId() == AiPackageTypeId::Wander)
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return;
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if (mPathFinder.getPathSize() == 0)
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return;
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MWBase::World* world = MWBase::Environment::get().getWorld();
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static float distance = world->getMaxActivationDistance();
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const MWWorld::Ptr door = getNearbyDoor(actor, distance);
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if (door == MWWorld::Ptr())
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return;
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if (!door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == MWWorld::DoorState::Idle)
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{
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if (!isDoorOnTheWay(actor, door, mPathFinder.getPath().front()))
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return;
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if ((door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 ))
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{
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world->activate(door, actor);
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return;
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}
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const std::string keyId = door.getCellRef().getKey();
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if (keyId.empty())
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return;
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MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor);
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MWWorld::Ptr keyPtr = invStore.search(keyId);
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if (!keyPtr.isEmpty())
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world->activate(door, actor);
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}
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}
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const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const MWWorld::CellStore *cell)
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{
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const ESM::CellId& id = cell->getCell()->getCellId();
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// static cache is OK for now, pathgrids can never change during runtime
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typedef std::map<ESM::CellId, std::unique_ptr<MWMechanics::PathgridGraph> > CacheMap;
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static CacheMap cache;
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CacheMap::iterator found = cache.find(id);
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if (found == cache.end())
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{
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cache.insert(std::make_pair(id, std::make_unique<MWMechanics::PathgridGraph>(MWMechanics::PathgridGraph(cell))));
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}
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return *cache[id].get();
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}
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bool MWMechanics::AiPackage::shortcutPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
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const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear)
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{
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if (!mShortcutProhibited || (mShortcutFailPos - startPoint).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
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{
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// check if target is clearly visible
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isPathClear = !MWBase::Environment::get().getWorld()->castRay(
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startPoint.x(), startPoint.y(), startPoint.z(),
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endPoint.x(), endPoint.y(), endPoint.z());
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if (destInLOS != nullptr) *destInLOS = isPathClear;
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if (!isPathClear)
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return false;
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// check if an actor can move along the shortcut path
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isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor);
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}
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if (isPathClear) // can shortcut the path
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{
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mPathFinder.clearPath();
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mPathFinder.addPointToPath(endPoint);
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return true;
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}
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return false;
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}
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bool MWMechanics::AiPackage::checkWayIsClearForActor(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor)
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{
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if (canActorMoveByZAxis(actor))
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return true;
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const float actorSpeed = actor.getClass().getMaxSpeed(actor);
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const float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / getAngularVelocity(actorSpeed) * 2; // *2 - for reliability
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const float distToTarget = osg::Vec2f(endPoint.x(), endPoint.y()).length();
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const float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2;
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// update shortcut prohibit state
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if (checkWayIsClear(startPoint, endPoint, offsetXY))
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{
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if (mShortcutProhibited)
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{
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mShortcutProhibited = false;
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mShortcutFailPos = osg::Vec3f();
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}
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return true;
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}
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else
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{
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if (mShortcutFailPos == osg::Vec3f())
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{
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mShortcutProhibited = true;
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mShortcutFailPos = startPoint;
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}
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}
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return false;
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}
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bool MWMechanics::AiPackage::doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::Ptr& actor) const
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{
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return mPathFinder.getPath().empty()
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|| getPathDistance(actor, mPathFinder.getPath().back(), newDest) > 10
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|| mPathFinder.getPathCell() != actor.getCell();
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}
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bool MWMechanics::AiPackage::isNearInactiveCell(osg::Vec3f position)
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{
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const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
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if (playerCell->isExterior())
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{
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// get actor's distance from origin of center cell
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Misc::CoordinateConverter(playerCell).toLocal(position);
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// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
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// AI shuts down actors before they reach edges of 3 x 3 grid.
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const float distanceFromEdge = 200.0;
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float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
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float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
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return (position.x() < minThreshold) || (maxThreshold < position.x())
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|| (position.y() < minThreshold) || (maxThreshold < position.y());
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}
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else
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{
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return false;
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}
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}
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bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& dest)
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{
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// get actor's shortest radius for moving in circle
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float speed = actor.getClass().getMaxSpeed(actor);
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speed += speed * 0.1f; // 10% real speed inaccuracy
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float radius = speed / getAngularVelocity(speed);
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// get radius direction to the center
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const float* rot = actor.getRefData().getPosition().rot;
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osg::Quat quatRot(rot[0], -osg::X_AXIS, rot[1], -osg::Y_AXIS, rot[2], -osg::Z_AXIS);
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osg::Vec3f dir = quatRot * osg::Y_AXIS; // actor's orientation direction is a tangent to circle
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osg::Vec3f radiusDir = dir ^ osg::Z_AXIS; // radius is perpendicular to a tangent
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radiusDir.normalize();
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radiusDir *= radius;
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// pick up the nearest center candidate
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osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
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osg::Vec3f center1 = pos - radiusDir;
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osg::Vec3f center2 = pos + radiusDir;
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osg::Vec3f center = (center1 - dest).length2() < (center2 - dest).length2() ? center1 : center2;
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float distToDest = (center - dest).length();
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// if pathpoint is reachable for the actor rotating on the run:
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// no points of actor's circle should be farther from the center than destination point
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return (radius <= distToDest);
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}
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DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::Ptr& actor) const
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{
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const MWWorld::Class& actorClass = actor.getClass();
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DetourNavigator::Flags result = DetourNavigator::Flag_none;
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if (actorClass.isPureWaterCreature(actor) || (getTypeId() != AiPackageTypeId::Wander && actorClass.canSwim(actor)))
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result |= DetourNavigator::Flag_swim;
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if (actorClass.canWalk(actor))
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result |= DetourNavigator::Flag_walk;
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if (actorClass.isBipedal(actor) && getTypeId() != AiPackageTypeId::Wander)
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result |= DetourNavigator::Flag_openDoor;
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return result;
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}
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DetourNavigator::AreaCosts MWMechanics::AiPackage::getAreaCosts(const MWWorld::Ptr& actor) const
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{
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DetourNavigator::AreaCosts costs;
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const DetourNavigator::Flags flags = getNavigatorFlags(actor);
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const MWWorld::Class& actorClass = actor.getClass();
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if (flags & DetourNavigator::Flag_swim)
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costs.mWater = costs.mWater / actorClass.getSwimSpeed(actor);
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if (flags & DetourNavigator::Flag_walk)
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{
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float walkCost;
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if (getTypeId() == AiPackageTypeId::Wander)
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walkCost = 1.0 / actorClass.getWalkSpeed(actor);
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else
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walkCost = 1.0 / actorClass.getRunSpeed(actor);
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costs.mDoor = costs.mDoor * walkCost;
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costs.mPathgrid = costs.mPathgrid * walkCost;
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costs.mGround = costs.mGround * walkCost;
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}
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return costs;
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}
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