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154 lines
5.8 KiB
C++
154 lines
5.8 KiB
C++
#ifndef GAME_MWMECHANICS_AIPACKAGE_H
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#define GAME_MWMECHANICS_AIPACKAGE_H
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#include <components/esm/defs.hpp>
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#include "pathfinding.hpp"
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#include "obstacle.hpp"
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#include "aistate.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace ESM
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{
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struct Cell;
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namespace AiSequence
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{
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struct AiSequence;
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}
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}
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namespace MWMechanics
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{
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const float AI_REACTION_TIME = 0.25f;
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class CharacterController;
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class PathgridGraph;
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/// \brief Base class for AI packages
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class AiPackage
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{
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public:
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///Enumerates the various AITypes available
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enum TypeId {
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TypeIdNone = -1,
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TypeIdWander = 0,
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TypeIdTravel = 1,
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TypeIdEscort = 2,
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TypeIdFollow = 3,
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TypeIdActivate = 4,
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// These 5 are not really handled as Ai Packages in the MW engine
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// For compatibility do *not* return these in the getCurrentAiPackage script function..
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TypeIdCombat = 5,
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TypeIdPursue = 6,
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TypeIdAvoidDoor = 7,
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TypeIdFace = 8,
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TypeIdBreathe = 9,
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TypeIdInternalTravel = 10
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};
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///Default constructor
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AiPackage();
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///Default Deconstructor
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virtual ~AiPackage();
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///Clones the package
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virtual AiPackage *clone() const = 0;
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/// Updates and runs the package (Should run every frame)
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/// \return Package completed?
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virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) = 0;
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/// Returns the TypeID of the AiPackage
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/// \see enum TypeId
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virtual int getTypeId() const = 0;
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/// Higher number is higher priority (0 being the lowest)
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virtual unsigned int getPriority() const {return 0;}
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virtual void writeState (ESM::AiSequence::AiSequence& sequence) const {}
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/// Simulates the passing of time
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virtual void fastForward(const MWWorld::Ptr& actor, AiState& state) {}
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/// Get the target actor the AI is targeted at (not applicable to all AI packages, default return empty Ptr)
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virtual MWWorld::Ptr getTarget() const;
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/// Get the destination point of the AI package (not applicable to all AI packages, default return (0, 0, 0))
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virtual osg::Vec3f getDestination(const MWWorld::Ptr& actor) const { return osg::Vec3f(0, 0, 0); };
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/// Return true if having this AiPackage makes the actor side with the target in fights (default false)
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virtual bool sideWithTarget() const;
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/// Return true if the actor should follow the target through teleport doors (default false)
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virtual bool followTargetThroughDoors() const;
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/// Can this Ai package be canceled? (default true)
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virtual bool canCancel() const;
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/// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)?
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virtual bool shouldCancelPreviousAi() const;
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/// Return true if this package should repeat. Currently only used for Wander packages.
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virtual bool getRepeat() const;
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/// Reset pathfinding state
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void reset();
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bool isTargetMagicallyHidden(const MWWorld::Ptr& target);
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/// Return if actor's rotation speed is sufficient to rotate to the destination pathpoint on the run. Otherwise actor should rotate while standing.
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static bool isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest);
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protected:
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/// Handles path building and shortcutting with obstacles avoiding
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/** \return If the actor has arrived at his destination **/
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bool pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance = 0.0f);
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/// Check if there aren't any obstacles along the path to make shortcut possible
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/// If a shortcut is possible then path will be cleared and filled with the destination point.
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/// \param destInLOS If not NULL function will return ray cast check result
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/// \return If can shortcut the path
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bool shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear);
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/// Check if the way to the destination is clear, taking into account actor speed
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bool checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor);
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virtual bool doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest, const MWWorld::CellStore* currentCell);
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void evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos);
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void openDoors(const MWWorld::Ptr& actor);
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const PathgridGraph& getPathGridGraph(const MWWorld::CellStore* cell);
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// TODO: all this does not belong here, move into temporary storage
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PathFinder mPathFinder;
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ObstacleCheck mObstacleCheck;
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float mTimer;
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std::string mTargetActorRefId;
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mutable int mTargetActorId;
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osg::Vec3f mLastActorPos;
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short mRotateOnTheRunChecks; // attempts to check rotation to the pathpoint on the run possibility
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bool mIsShortcutting; // if shortcutting at the moment
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bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt
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ESM::Pathgrid::Point mShortcutFailPos; // position of last shortcut fail
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private:
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bool isNearInactiveCell(const ESM::Position& actorPos);
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};
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}
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#endif
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