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https://github.com/TES3MP/openmw-tes3mp.git
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36d9ae17cc
Causes potential infinite loops (AiSequence::fill -> AiPackage() -> getCreatureStats -> ensureCustomData -> ..)
This reverts commit 2e9985c1a3
.
89 lines
3.1 KiB
C++
89 lines
3.1 KiB
C++
#include "aifollow.hpp"
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#include <iostream>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.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 <OgreMath.h>
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#include "steering.hpp"
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), AiPackage()
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{
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}
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), AiPackage()
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{
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}
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MWMechanics::AiFollow::AiFollow(const std::string &actorId)
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: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), AiPackage()
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{
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}
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bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow
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if(target == MWWorld::Ptr()) return true; //Target doesn't exist
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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if(!mAlwaysFollow) //Update if you only follow for a bit
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{
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if(mTotalTime > mDuration && mDuration != 0) //Check if we've run out of time
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return true;
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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) < 100*100) //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 desition from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) //Stop when you get close
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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else {
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pathTo(actor, dest, duration); //Go to the destination
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}
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//Check if you're far away
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) > 1000)
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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else if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 800) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
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return false;
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}
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std::string MWMechanics::AiFollow::getFollowedActor()
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{
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return mActorId;
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}
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MWMechanics::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 MWMechanics::AiFollow::getTypeId() const
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{
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return TypeIdFollow;
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}
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