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94 lines
3.0 KiB
C++
94 lines
3.0 KiB
C++
#include "aiavoiddoor.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include "actorutil.hpp"
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#include "steering.hpp"
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MWMechanics::AiAvoidDoor::AiAvoidDoor(const MWWorld::ConstPtr& doorPtr)
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: AiPackage(), mDuration(1), mDoorPtr(doorPtr), mAdjAngle(0)
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{
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}
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bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition();
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if(mDuration == 1) //If it just started, get the actor position as the stuck detection thing
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mLastPos = pos;
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mDuration -= duration; //Update timer
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if(mDuration < 0) {
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float x = pos.pos[0] - mLastPos.pos[0];
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float y = pos.pos[1] - mLastPos.pos[1];
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float z = pos.pos[2] - mLastPos.pos[2];
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float distance = x * x + y * y + z * z;
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if(distance < 10 * 10) { //Got stuck, didn't move
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if(mAdjAngle == 0) //Try going in various directions
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mAdjAngle = 1.57079632679f; //pi/2
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else if (mAdjAngle == 1.57079632679f)
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mAdjAngle = -1.57079632679f;
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else
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mAdjAngle = 0;
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mDuration = 1; //reset timer
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}
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else //Not stuck
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return true; // We have tried backing up for more than one second, we've probably cleared it
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}
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if (!mDoorPtr.getClass().getDoorState(mDoorPtr))
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return true; //Door is no longer opening
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ESM::Position tPos = mDoorPtr.getRefData().getPosition(); //Position of the door
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float x = pos.pos[0] - tPos.pos[0];
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float y = pos.pos[1] - tPos.pos[1];
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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// Turn away from the door and move when turn completed
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if (zTurn(actor, std::atan2(x,y) + mAdjAngle, osg::DegreesToRadians(5.f)))
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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else
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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// Make all nearby actors also avoid the door
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std::vector<MWWorld::Ptr> actors;
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MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(),100,actors);
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for(std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it) {
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if(*it != getPlayer()) { //Not the player
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MWMechanics::AiSequence& seq = it->getClass().getCreatureStats(*it).getAiSequence();
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if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdAvoidDoor) { //Only add it once
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seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr),*it);
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}
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}
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}
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return false;
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}
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MWMechanics::AiAvoidDoor *MWMechanics::AiAvoidDoor::clone() const
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{
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return new AiAvoidDoor(*this);
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}
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int MWMechanics::AiAvoidDoor::getTypeId() const
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{
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return TypeIdAvoidDoor;
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}
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unsigned int MWMechanics::AiAvoidDoor::getPriority() const
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{
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return 2;
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}
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