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openmw-tes3mp/apps/openmw/mwmechanics/aifollow.cpp
2014-01-11 12:07:10 +01:00

110 lines
3.6 KiB
C++

#include "aifollow.hpp"
#include <iostream>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "movement.hpp"
MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mTimer(0), mStuckTimer(0)
{
}
MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), mTimer(0), mStuckTimer(0)
{
}
MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const
{
return new AiFollow(*this);
}
bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
mTimer = mTimer + duration;
mStuckTimer = mStuckTimer + duration;
mTotalTime = mTotalTime + duration;
if(mTotalTime > mDuration) return true;
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];
//std::cout << dest.mX;
ESM::Position pos = actor.getRefData().getPosition();
if(mTimer > 0.25)
{
if(!mPathFinder.getPath().empty())
{
ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back();
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)
mPathFinder.addPointToPath(dest);
}
else
mPathFinder.addPointToPath(dest);
mTimer = 0;
}
if(mStuckTimer>0.5)
{
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
{
std::cout << "stck\n";
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
float xCell = 0;
float yCell = 0;
if (actor.getCell()->mCell->isExterior())
{
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
}
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
}
mStuckTimer = 0;
mStuckPos = pos;
}
if(mPathFinder.getPath().empty())
mPathFinder.addPointToPath(dest);
if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
{
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
}
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)
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
else
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
return false;
}
int MWMechanics::AiFollow::getTypeId() const
{
return 3;
}