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openmw-tes3mp/apps/openmw/mwmechanics/obstacle.cpp
elsid e323e6e7e6
Consider moved distance in direction to destination for obstacle check
Assume actor is stuck when it's not able to move in the destination
direction with maximum speed. Approach to check moved distance from the
previous point doesn't work good for slow and big actors. When they face
obstacle they're trying to move along with oscillation so check is
passing but they don't get any closer to the destination.
2020-01-20 23:46:58 +01:00

187 lines
5.9 KiB
C++

#include "obstacle.hpp"
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "movement.hpp"
namespace MWMechanics
{
// NOTE: determined empirically but probably need further tweaking
static const float DIST_SAME_SPOT = 0.5f;
static const float DURATION_SAME_SPOT = 1.5f;
static const float DURATION_TO_EVADE = 0.4f;
const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
{
{ 1.0f, 0.0f }, // move to side
{ 1.0f, -1.0f }, // move to side and backwards
{ -1.0f, 0.0f }, // move to other side
{ -1.0f, -1.0f } // move to side and backwards
};
bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
{
if(getNearbyDoor(actor, minDist).isEmpty())
return false;
else
return true;
}
const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
{
MWWorld::CellStore *cell = actor.getCell();
// Check all the doors in this cell
const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
const MWWorld::CellRefList<ESM::Door>::List& refList = doors.mList;
MWWorld::CellRefList<ESM::Door>::List::const_iterator it = refList.begin();
osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
pos.z() = 0;
osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0));
for (; it != refList.end(); ++it)
{
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
// FIXME: cast
const MWWorld::Ptr doorPtr = MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell());
const auto doorState = doorPtr.getClass().getDoorState(doorPtr);
float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];
if (doorState != MWWorld::DoorState::Idle || doorRot != 0)
continue; // the door is already opened/opening
doorPos.z() = 0;
float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));
// Allow 60 degrees angle between actor and door
if (angle < -osg::PI / 3 || angle > osg::PI / 3)
continue;
// Door is not close enough
if ((pos - doorPos).length2() > minDist*minDist)
continue;
return doorPtr; // found, stop searching
}
return MWWorld::Ptr(); // none found
}
ObstacleCheck::ObstacleCheck()
: mWalkState(WalkState::Initial)
, mStateDuration(0)
, mEvadeDirectionIndex(0)
{
}
void ObstacleCheck::clear()
{
mWalkState = WalkState::Initial;
}
bool ObstacleCheck::isEvading() const
{
return mWalkState == WalkState::Evade;
}
/*
* input - actor, duration (time since last check)
* output - true if evasive action needs to be taken
*
* Walking state transitions (player greeting check not shown):
*
* Initial ----> Norm <--------> CheckStuck -------> Evade ---+
* ^ ^ | f ^ | t ^ | |
* | | | | | | | |
* | +-+ +---+ +---+ | u
* | any < t < u |
* +---------------------------------------------+
*
* f = one reaction time
* t = how long before considered stuck
* u = how long to move sideways
*
*/
void ObstacleCheck::update(const MWWorld::Ptr& actor, const osg::Vec3f& destination, float duration)
{
const auto position = actor.getRefData().getPosition().asVec3();
if (mWalkState == WalkState::Initial)
{
mWalkState = WalkState::Norm;
mStateDuration = 0;
mPrev = position;
return;
}
if (mWalkState != WalkState::Evade)
{
const float distSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor) * duration;
const float prevDistance = (destination - mPrev).length();
const float currentDistance = (destination - position).length();
const float movedDistance = prevDistance - currentDistance;
mPrev = position;
if (movedDistance >= distSameSpot)
{
mWalkState = WalkState::Norm;
mStateDuration = 0;
return;
}
if (mWalkState == WalkState::Norm)
{
mWalkState = WalkState::CheckStuck;
mStateDuration = duration;
return;
}
mStateDuration += duration;
if (mStateDuration < DURATION_SAME_SPOT)
{
return;
}
mWalkState = WalkState::Evade;
mStateDuration = 0;
chooseEvasionDirection();
return;
}
mStateDuration += duration;
if(mStateDuration >= DURATION_TO_EVADE)
{
// tried to evade, assume all is ok and start again
mWalkState = WalkState::Norm;
mStateDuration = 0;
mPrev = position;
}
}
void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement) const
{
actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0];
actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1];
}
void ObstacleCheck::chooseEvasionDirection()
{
// change direction if attempt didn't work
++mEvadeDirectionIndex;
if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS)
{
mEvadeDirectionIndex = 0;
}
}
}