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398 lines
14 KiB
C++
398 lines
14 KiB
C++
#include "aipackage.hpp"
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#include <cmath>
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#include <components/esm/loadcell.hpp>
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#include <components/esm/loadland.hpp>
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#include <components/esm/loadmgef.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "pathgrid.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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#include "actorutil.hpp"
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#include "coordinateconverter.hpp"
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#include <osg/Quat>
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MWMechanics::AiPackage::~AiPackage() {}
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MWMechanics::AiPackage::AiPackage() :
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mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild
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mTargetActorRefId(""),
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mTargetActorId(-1),
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mRotateOnTheRunChecks(0),
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mIsShortcutting(false),
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mShortcutProhibited(false),
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mShortcutFailPos()
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{
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}
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MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
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{
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if (mTargetActorId == -2)
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return MWWorld::Ptr();
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if (mTargetActorId == -1)
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{
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false);
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if (target.isEmpty())
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{
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mTargetActorId = -2;
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return target;
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}
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else
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mTargetActorId = target.getClass().getCreatureStats(target).getActorId();
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}
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if (mTargetActorId != -1)
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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else
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return MWWorld::Ptr();
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}
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bool MWMechanics::AiPackage::sideWithTarget() const
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{
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return false;
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}
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bool MWMechanics::AiPackage::followTargetThroughDoors() const
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{
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return false;
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}
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bool MWMechanics::AiPackage::canCancel() const
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{
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return true;
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}
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bool MWMechanics::AiPackage::shouldCancelPreviousAi() const
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{
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return true;
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}
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bool MWMechanics::AiPackage::getRepeat() const
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{
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return false;
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}
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void MWMechanics::AiPackage::reset()
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{
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// reset all members
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mTimer = AI_REACTION_TIME + 1.0f;
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mIsShortcutting = false;
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mShortcutProhibited = false;
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mShortcutFailPos = ESM::Pathgrid::Point();
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mPathFinder.clearPath();
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mObstacleCheck.clear();
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}
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bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance)
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{
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mTimer += duration; //Update timer
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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/// Stops the actor when it gets too close to a unloaded cell
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//... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
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//... units from player, and exterior cells are 8192 units long and wide.
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//... But AI processing distance may increase in the future.
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if (isNearInactiveCell(pos))
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return false;
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}
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// handle path building and shortcutting
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ESM::Pathgrid::Point start = pos.pos;
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float distToTarget = distance(start, dest);
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bool isDestReached = (distToTarget <= destTolerance);
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if (!isDestReached && mTimer > AI_REACTION_TIME)
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{
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if (actor.getClass().isBipedal(actor))
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openDoors(actor);
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bool wasShortcutting = mIsShortcutting;
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bool destInLOS = false;
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const MWWorld::Class& actorClass = actor.getClass();
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MWBase::World* world = MWBase::Environment::get().getWorld();
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// check if actor can move along z-axis
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bool actorCanMoveByZ = (actorClass.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
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|| world->isFlying(actor);
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// Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions.
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if (actorCanMoveByZ || getTypeId() != TypeIdWander)
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mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first
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if (!mIsShortcutting)
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{
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if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path
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{
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mPathFinder.buildSyncedPath(start, dest, actor.getCell(), getPathGridGraph(actor.getCell()));
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mRotateOnTheRunChecks = 3;
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// give priority to go directly on target if there is minimal opportunity
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if (destInLOS && mPathFinder.getPath().size() > 1)
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{
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// get point just before dest
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std::list<ESM::Pathgrid::Point>::const_iterator pPointBeforeDest = mPathFinder.getPath().end();
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--pPointBeforeDest;
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--pPointBeforeDest;
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// if start point is closer to the target then last point of path (excluding target itself) then go straight on the target
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if (distance(start, dest) <= distance(dest, *pPointBeforeDest))
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{
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mPathFinder.clearPath();
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mPathFinder.addPointToPath(dest);
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}
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}
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}
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if (!mPathFinder.getPath().empty()) //Path has points in it
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{
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ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path
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if(distance(dest, lastPos) > 100) //End of the path is far from the destination
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mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
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}
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}
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mTimer = 0;
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}
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if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1])) // if path is finished
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{
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// turn to destination point
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zTurn(actor, getZAngleToPoint(start, dest));
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smoothTurn(actor, getXAngleToPoint(start, dest), 0);
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return true;
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}
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else
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{
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if (mRotateOnTheRunChecks == 0
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|| isReachableRotatingOnTheRun(actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target
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if (mRotateOnTheRunChecks > 0) mRotateOnTheRunChecks--;
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}
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// handle obstacles on the way
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evadeObstacles(actor, duration, pos);
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}
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// turn to next path point by X,Z axes
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zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
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smoothTurn(actor, mPathFinder.getXAngleToNext(pos.pos[0], pos.pos[1], pos.pos[2]), 0);
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return false;
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}
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void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos)
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{
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zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
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MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
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// check if stuck due to obstacles
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if (!mObstacleCheck.check(actor, duration)) return;
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// first check if obstacle is a door
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static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
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const MWWorld::Ptr door = getNearbyDoor(actor, distance);
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if (!door.isEmpty() && actor.getClass().isBipedal(actor))
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{
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openDoors(actor);
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}
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else
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{
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mObstacleCheck.takeEvasiveAction(movement);
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}
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}
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void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
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{
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static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
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const MWWorld::Ptr door = getNearbyDoor(actor, distance);
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if (door == MWWorld::Ptr())
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return;
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// note: AiWander currently does not open doors
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if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == 0)
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{
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if ((door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 ))
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{
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MWBase::Environment::get().getWorld()->activate(door, actor);
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return;
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}
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const std::string keyId = door.getCellRef().getKey();
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if (keyId.empty())
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return;
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MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor);
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MWWorld::Ptr keyPtr = invStore.search(keyId);
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if (!keyPtr.isEmpty())
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MWBase::Environment::get().getWorld()->activate(door, actor);
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}
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}
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const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const MWWorld::CellStore *cell)
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{
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const ESM::CellId& id = cell->getCell()->getCellId();
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// static cache is OK for now, pathgrids can never change during runtime
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typedef std::map<ESM::CellId, std::unique_ptr<MWMechanics::PathgridGraph> > CacheMap;
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static CacheMap cache;
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CacheMap::iterator found = cache.find(id);
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if (found == cache.end())
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{
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cache.insert(std::make_pair(id, std::unique_ptr<MWMechanics::PathgridGraph>(new MWMechanics::PathgridGraph(cell))));
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}
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return *cache[id].get();
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}
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bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear)
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{
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if (!mShortcutProhibited || (PathFinder::MakeOsgVec3(mShortcutFailPos) - PathFinder::MakeOsgVec3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
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{
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// check if target is clearly visible
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isPathClear = !MWBase::Environment::get().getWorld()->castRay(
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static_cast<float>(startPoint.mX), static_cast<float>(startPoint.mY), static_cast<float>(startPoint.mZ),
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static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), static_cast<float>(endPoint.mZ));
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if (destInLOS != NULL) *destInLOS = isPathClear;
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if (!isPathClear)
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return false;
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// check if an actor can move along the shortcut path
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isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor);
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}
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if (isPathClear) // can shortcut the path
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{
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mPathFinder.clearPath();
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mPathFinder.addPointToPath(endPoint);
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return true;
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}
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return false;
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}
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bool MWMechanics::AiPackage::checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor)
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{
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bool actorCanMoveByZ = (actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
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|| MWBase::Environment::get().getWorld()->isFlying(actor);
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if (actorCanMoveByZ)
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return true;
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float actorSpeed = actor.getClass().getSpeed(actor);
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float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
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osg::Vec3f::value_type distToTarget = osg::Vec3f(static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), 0).length();
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float offsetXY = distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2;
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bool isClear = checkWayIsClear(PathFinder::MakeOsgVec3(startPoint), PathFinder::MakeOsgVec3(endPoint), offsetXY);
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// update shortcut prohibit state
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if (isClear)
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{
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if (mShortcutProhibited)
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{
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mShortcutProhibited = false;
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mShortcutFailPos = ESM::Pathgrid::Point();
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}
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}
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if (!isClear)
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{
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if (mShortcutFailPos.mX == 0 && mShortcutFailPos.mY == 0 && mShortcutFailPos.mZ == 0)
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{
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mShortcutProhibited = true;
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mShortcutFailPos = startPoint;
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}
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}
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return isClear;
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}
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bool MWMechanics::AiPackage::doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest, const MWWorld::CellStore* currentCell)
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{
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return mPathFinder.getPath().empty() || (distance(mPathFinder.getPath().back(), newDest) > 10) || mPathFinder.getPathCell() != currentCell;
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}
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bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
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{
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const MagicEffects& magicEffects(target.getClass().getCreatureStats(target).getMagicEffects());
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return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
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|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
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}
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bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
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{
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const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
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if (playerCell->isExterior())
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{
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// get actor's distance from origin of center cell
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osg::Vec3f actorOffset(actorPos.asVec3());
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CoordinateConverter(playerCell).toLocal(actorOffset);
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// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
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// ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
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// While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid.
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const float distanceFromEdge = 200.0;
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float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
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float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
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return (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0])
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|| (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]);
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}
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else
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{
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return false;
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}
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}
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bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest)
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{
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// get actor's shortest radius for moving in circle
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float speed = actor.getClass().getSpeed(actor);
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speed += speed * 0.1f; // 10% real speed inaccuracy
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float radius = speed / MAX_VEL_ANGULAR_RADIANS;
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// get radius direction to the center
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const float* rot = actor.getRefData().getPosition().rot;
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osg::Quat quatRot(rot[0], -osg::X_AXIS, rot[1], -osg::Y_AXIS, rot[2], -osg::Z_AXIS);
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osg::Vec3f dir = quatRot * osg::Y_AXIS; // actor's orientation direction is a tangent to circle
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osg::Vec3f radiusDir = dir ^ osg::Z_AXIS; // radius is perpendicular to a tangent
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radiusDir.normalize();
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radiusDir *= radius;
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// pick up the nearest center candidate
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osg::Vec3f dest_ = PathFinder::MakeOsgVec3(dest);
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osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
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osg::Vec3f center1 = pos - radiusDir;
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osg::Vec3f center2 = pos + radiusDir;
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osg::Vec3f center = (center1 - dest_).length2() < (center2 - dest_).length2() ? center1 : center2;
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float distToDest = (center - dest_).length();
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// if pathpoint is reachable for the actor rotating on the run:
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// no points of actor's circle should be farther from the center than destination point
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return (radius <= distToDest);
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}
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