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279 lines
9.4 KiB
C++
279 lines
9.4 KiB
C++
#include "aifollow.hpp"
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#include <components/esm/aisequence.hpp>
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#include <components/esm/loadcell.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 "../mwworld/cellstore.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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namespace MWMechanics
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{
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struct AiFollowStorage : AiTemporaryBase
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{
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float mTimer;
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bool mMoving;
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float mTargetAngleRadians;
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bool mTurnActorToTarget;
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AiFollowStorage() :
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mTimer(0.f),
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mMoving(false),
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mTargetAngleRadians(0.f),
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mTurnActorToTarget(false)
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{}
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};
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int AiFollow::mFollowIndexCounter = 0;
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AiFollow::AiFollow(const std::string &actorId, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actorId;
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}
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AiFollow::AiFollow(const std::string &actorId, const std::string &cellId, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actorId;
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}
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AiFollow::AiFollow(const MWWorld::Ptr& actor, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actor.getCellRef().getRefId();
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiFollow::AiFollow(const MWWorld::Ptr& actor, const std::string &cellId, float duration, float x, float y, float z)
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: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
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, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actor.getCellRef().getRefId();
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiFollow::AiFollow(const MWWorld::Ptr& actor, bool commanded)
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: mAlwaysFollow(true), mCommanded(commanded), mDuration(0), mRemainingDuration(0), mX(0), mY(0), mZ(0)
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, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = actor.getCellRef().getRefId();
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
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: mAlwaysFollow(follow->mAlwaysFollow), mCommanded(follow->mCommanded), mRemainingDuration(follow->mRemainingDuration)
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, mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ)
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, mCellId(follow->mCellId), mActive(follow->mActive), mFollowIndex(mFollowIndexCounter++)
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{
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mTargetActorRefId = follow->mTargetId;
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mTargetActorId = follow->mTargetActorId;
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// mDuration isn't saved in the save file, so just giving it "1" for now if the package had a duration.
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// The exact value of mDuration only matters for repeating packages.
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if (mRemainingDuration > 0) // Previously mRemainingDuration could be negative even when mDuration was 0. Checking for > 0 should fix old saves.
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mDuration = 1;
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else
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mDuration = 0;
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}
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bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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MWWorld::Ptr target = getTarget();
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if (target.isEmpty() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
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// with the MechanicsManager
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)
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return false; // Target is not here right now, wait for it to return
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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AiFollowStorage& storage = state.get<AiFollowStorage>();
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bool& rotate = storage.mTurnActorToTarget;
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if (rotate)
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{
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if (zTurn(actor, storage.mTargetAngleRadians))
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rotate = false;
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return false;
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}
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// AiFollow requires the target to be in range and within sight for the initial activation
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if (!mActive)
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{
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storage.mTimer -= duration;
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if (storage.mTimer < 0)
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{
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if ((actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length2()
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< 500*500
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&& MWBase::Environment::get().getWorld()->getLOS(actor, target))
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mActive = true;
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storage.mTimer = 0.5f;
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}
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}
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if (!mActive)
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return false;
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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// The distances below are approximations based on observations of the original engine.
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// If only one actor is following the target, it uses 186.
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// If there are multiple actors following the same target, they form a group with each group member at 313 + (130 * i) distance to the target.
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short followDistance = 186;
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std::list<int> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingIndices(target);
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if (followers.size() >= 2)
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{
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followDistance = 313;
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short i = 0;
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followers.sort();
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for (std::list<int>::iterator it = followers.begin(); it != followers.end(); ++it)
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{
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if (*it == mFollowIndex)
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followDistance += 130 * i;
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++i;
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}
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}
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if (!mAlwaysFollow) //Update if you only follow for a bit
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{
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//Check if we've run out of time
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if (mDuration > 0)
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{
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mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
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if (mRemainingDuration <= 0)
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{
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mRemainingDuration = mDuration;
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return true;
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}
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}
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if ((pos.pos[0]-mX)*(pos.pos[0]-mX) +
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(pos.pos[1]-mY)*(pos.pos[1]-mY) +
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(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < followDistance*followDistance) //Close-ish to final position
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{
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if (actor.getCell()->isExterior()) //Outside?
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{
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if (mCellId == "") //No cell to travel to
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return true;
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}
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else
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{
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if (mCellId == actor.getCell()->getCell()->mName) //Cell to travel to
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return true;
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}
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}
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}
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//Set the target destination from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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short baseFollowDistance = followDistance;
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short threshold = 30; // to avoid constant switching between moving/stopping
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if (storage.mMoving)
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followDistance -= threshold;
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else
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followDistance += threshold;
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osg::Vec3f targetPos(target.getRefData().getPosition().asVec3());
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osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
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osg::Vec3f dir = targetPos - actorPos;
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float targetDistSqr = dir.length2();
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if (targetDistSqr <= followDistance * followDistance)
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{
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float faceAngleRadians = std::atan2(dir.x(), dir.y());
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if (!zTurn(actor, faceAngleRadians, osg::DegreesToRadians(45.f)))
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{
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storage.mTargetAngleRadians = faceAngleRadians;
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storage.mTurnActorToTarget = true;
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}
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return false;
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}
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storage.mMoving = !pathTo(actor, dest, duration, baseFollowDistance); // Go to the destination
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if (storage.mMoving)
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{
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//Check if you're far away
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float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]);
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if (dist > 450)
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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else if (dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshold
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
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}
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return false;
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}
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std::string AiFollow::getFollowedActor()
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{
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return mTargetActorRefId;
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}
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AiFollow *MWMechanics::AiFollow::clone() const
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{
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return new AiFollow(*this);
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}
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int AiFollow::getTypeId() const
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{
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return TypeIdFollow;
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}
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bool AiFollow::isCommanded() const
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{
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return mCommanded;
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}
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void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::unique_ptr<ESM::AiSequence::AiFollow> follow(new ESM::AiSequence::AiFollow());
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follow->mData.mX = mX;
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follow->mData.mY = mY;
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follow->mData.mZ = mZ;
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follow->mTargetId = mTargetActorRefId;
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follow->mTargetActorId = mTargetActorId;
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follow->mRemainingDuration = mRemainingDuration;
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follow->mCellId = mCellId;
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follow->mAlwaysFollow = mAlwaysFollow;
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follow->mCommanded = mCommanded;
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follow->mActive = mActive;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Follow;
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package.mPackage = follow.release();
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sequence.mPackages.push_back(package);
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}
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int AiFollow::getFollowIndex() const
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{
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return mFollowIndex;
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}
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void AiFollow::fastForward(const MWWorld::Ptr& actor, AiState &state)
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{
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// Update duration counter if this package has a duration
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if (mDuration > 0)
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mRemainingDuration--;
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}
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}
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