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			133 lines
		
	
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "aitravel.hpp"
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#include <components/esm/aisequence.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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namespace
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{
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bool isWithinMaxRange(const osg::Vec3f& pos1, const osg::Vec3f& pos2)
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{
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    // Maximum travel distance for vanilla compatibility.
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    // Was likely meant to prevent NPCs walking into non-loaded exterior cells, but for some reason is used in interior cells as well.
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    // We can make this configurable at some point, but the default *must* be the below value. Anything else will break shoddily-written content (*cough* MW *cough*) in bizarre ways.
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    return (pos1 - pos2).length2() <= 7168*7168;
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}
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}
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namespace MWMechanics
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{
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    AiTravel::AiTravel(float x, float y, float z, AiTravel*)
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        : mX(x), mY(y), mZ(z), mHidden(false)
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    {
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    }
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    AiTravel::AiTravel(float x, float y, float z, AiInternalTravel* derived)
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        : TypedAiPackage<AiTravel>(derived), mX(x), mY(y), mZ(z), mHidden(true)
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    {
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    }
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    AiTravel::AiTravel(float x, float y, float z)
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        : AiTravel(x, y, z, this)
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    {
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    }
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    AiTravel::AiTravel(const ESM::AiSequence::AiTravel *travel)
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        : mX(travel->mData.mX), mY(travel->mData.mY), mZ(travel->mData.mZ), mHidden(false)
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    {
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        // Hidden ESM::AiSequence::AiTravel package should be converted into MWMechanics::AiInternalTravel type
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        assert(!travel->mHidden);
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    }
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    bool AiTravel::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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    {
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        MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager();
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        if (mechMgr->isTurningToPlayer(actor) || mechMgr->getGreetingState(actor) == Greet_InProgress)
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            return false;
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        const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
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        const osg::Vec3f targetPos(mX, mY, mZ);
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        auto& stats = actor.getClass().getCreatureStats(actor);
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        stats.setMovementFlag(CreatureStats::Flag_Run, false);
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        stats.setDrawState(DrawState_Nothing);
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        // Note: we should cancel internal "return after combat" package, if original location is too far away
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        if (!isWithinMaxRange(targetPos, actorPos))
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            return mHidden;
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        // Unfortunately, with vanilla assets destination is sometimes blocked by other actor.
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        // If we got close to target, check for actors nearby. If they are, finish AI package.
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        int destinationTolerance = 64;
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        if (distance(actorPos, targetPos) <= destinationTolerance)
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        {
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            std::vector<MWWorld::Ptr> targetActors;
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            std::pair<MWWorld::Ptr, osg::Vec3f> result = MWBase::Environment::get().getWorld()->getHitContact(actor, destinationTolerance, targetActors);
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            if (!result.first.isEmpty())
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            {
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                actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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                return true;
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            }
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        }
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        if (pathTo(actor, targetPos, duration))
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        {
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            actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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            return true;
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        }
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        return false;
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    }
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    void AiTravel::fastForward(const MWWorld::Ptr& actor, AiState& state)
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    {
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        if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), actor.getRefData().getPosition().asVec3()))
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            return;
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        // does not do any validation on the travel target (whether it's in air, inside collision geometry, etc),
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        // that is the user's responsibility
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        MWBase::Environment::get().getWorld()->moveObject(actor, mX, mY, mZ);
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        actor.getClass().adjustPosition(actor, false);
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        reset();
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    }
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    void AiTravel::writeState(ESM::AiSequence::AiSequence &sequence) const
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    {
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        std::unique_ptr<ESM::AiSequence::AiTravel> travel(new ESM::AiSequence::AiTravel());
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        travel->mData.mX = mX;
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        travel->mData.mY = mY;
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        travel->mData.mZ = mZ;
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        travel->mHidden = mHidden;
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        ESM::AiSequence::AiPackageContainer package;
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        package.mType = ESM::AiSequence::Ai_Travel;
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        package.mPackage = travel.release();
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        sequence.mPackages.push_back(package);
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    }
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    AiInternalTravel::AiInternalTravel(float x, float y, float z)
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        : AiTravel(x, y, z, this)
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    {
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    }
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    AiInternalTravel::AiInternalTravel(const ESM::AiSequence::AiTravel* travel)
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        : AiTravel(travel->mData.mX, travel->mData.mY, travel->mData.mZ, this)
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    {
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    }
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    std::unique_ptr<AiPackage> AiInternalTravel::clone() const
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    {
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        return std::make_unique<AiInternalTravel>(*this);
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    }
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}
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