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Cleanup and little tweaking.

This commit is contained in:
cc9cii 2014-04-20 08:31:02 +10:00
parent 479a94b35d
commit 3dfd08cf2d
4 changed files with 107 additions and 137 deletions

View file

@ -35,7 +35,7 @@ namespace
namespace MWMechanics
{
static const float DOOR_CHECK_INTERVAL = 1.5f;
static const float DOOR_CHECK_INTERVAL = 1.5f; // same as AiWander
// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
@ -50,70 +50,49 @@ namespace MWMechanics
mBackOffDoor(false),
mRotate(false),
mMovement(),
mCell(NULL),
mDoorIter(actor.getCell()->get<ESM::Door>().mList.end()),
mDoors(actor.getCell()->get<ESM::Door>().mList),
mDoors(actor.getCell()->get<ESM::Door>()),
mDoorCheckDuration(0),
mTargetAngle(0)
{
}
/*
* The 'pursuit' part of AiCombat now has some memory to allow backtracking.
* The intention is to allow actors to detect being 'stuck' somewhere, whether
* in a river or facing a door, to go back to a known 'good' position.
*
* Each actor goes through these states of movement once alerted and an AiCombat
* package is queued (FIXME: below is a DRAFT proposal only):
*
* - Maybe remember the starting position so that the actor can return if
* lose sight of the target? Last Known Target Location Tracking - keep track
* of target positions every sec, paired with actor's location at the time
*
* - Get to the target if far away (need path finding), how close depends on
* the current best (selected?) weapon. As the actor moves, some breadcrumb
* is left (e.g. every second store a position in a FIFO) so that the actor
* can back track if necessary.
*
* - If the actor gets stuck (need a way of detecting this) then decide what
* to do next. For example, if next to a door then maybe back track one or
* two positions and check LOS of the target every x frames (reaction time?).
* Or maybe back track then look for a new path.
*
* - Once in weapon range, may need a strategy to get to the target for a
* strike (maybe there are others nearby attacking the same target).
*
*
* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
* attack states such as CombatMove, Strike and ReadyToAttack:
*
* +-----(within strike range)----->attack--(beyond strike range)-->follow
* | | ^ | |
* | | | | |
* pursue<----(beyond follow range)-----+ +----(within strike range)---+ |
* ^ |
* | |
* +--------------------------(beyond follow range)--------------------+
* +----(within strike range)----->attack--(beyond strike range)-->follow
* | | ^ | |
* | | | | |
* pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
* ^ |
* | |
* +-------------------------(beyond follow range)--------------------+
*
*
* Below diagram is high level only, FIXME: code detail may be different:
* Below diagram is high level only, the code detail is a little different
* (but including those detail will just complicate the diagram w/o adding much)
*
* +-----------(same)-------------->attack---------(same)---------->follow
* | |^^ | |
* | ||| | |
* | +--(same)-----------------+|+----------(same)------------+ |
* | | | in range |
* | | too far | |
* | | +---------------got hit or LOS<---+ |
* | <----+ | | |
* pursue<---------+ door | |
* ^^ <--> maybe stuck, check --------------> back up and wait |
* || | ^ | | ^ | |
* || | | | stuck | | | waited |
* || +---+ | +---+ | too long |
* || backtrack | | |
* |+----------------------+ go back? <-----------+ |
* | |
* +----------------------------(same)---------------------------------+
* +----------(same)-------------->attack---------(same)---------->follow
* | |^^ |||
* | ||| |||
* | +--(same)-----------------+|+----------(same)------------+||
* | | | ||
* | | | (in range) ||
* | <---+ (too far) | ||
* pursue<-------------------------[door open]<-----+ ||
* ^^^ | ||
* ||| | ||
* ||+----------evade-----+ | ||
* || | [closed door] | ||
* |+----> maybe stuck, check --------------> back up, check door ||
* | ^ | ^ | ^ ||
* | | | | | | ||
* | | +---+ +---+ ||
* | +-------------------------------------------------------+|
* | |
* +---------------------------(same)---------------------------------+
*
* FIXME:
*
@ -124,26 +103,6 @@ namespace MWMechanics
*
* Use the Observer Pattern to co-ordinate attacks, provide intelligence on
* whether the target was hit, etc.
*
* TODO:
*
* Auto-generate large cubes or squares as a poor-man's navmesh? Many
* external cells do not have any pathgrids, and certainly none for flying
* or swimming.
*
*
* Called from: (check Doxygen as this comment could be out of date)
*
* OMW::Engine::go() |
* Ogre::Root::renderOneFrame() |
* Ogre::Root::... | ... detail omitted
* Ogre::Root::fireFrameRenderingQueued() |
* OMW::Engine::frameRenderingQueued() | virtual Ogre::FrameListener
* MWMechanics::MechanicsManager::update() |
* MWMechanics::Actors::update() |
* MWMechanics::Actors::updateActor() |
* MWMechanics::AiSequence::execute() | from priority queue mPackages
* MWMechanics::AiCombat::execute() | virtual MWMechanics::AiPackage
*/
bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
{
@ -175,7 +134,6 @@ namespace MWMechanics
mRotate = false;
}
mTimerAttack -= duration;
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike);
@ -190,6 +148,12 @@ namespace MWMechanics
mTimerReact = 0;
bool cellChange = mCell && (actor.getCell() != mCell);
if(!mCell || cellChange)
{
mCell = actor.getCell();
}
//actual attacking logic
//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
float attackPeriod = 1.0f;
@ -298,7 +262,6 @@ namespace MWMechanics
* (the shortcut really only applies to cells where pathgrids are
* available, since the default path without pathgrids is direct to
* target even if LOS is not achieved)
*
*/
float rangeMelee;
float rangeCloseUp;
@ -395,55 +358,6 @@ namespace MWMechanics
mMovement.mPosition[1] = 1;
mReadyToAttack = false;
// remember that this section gets updated every tReaction, which is
// currently hard coded at 250ms or 1/4 second
if(mObstacleCheck.check(actor, tReaction)) // true if evasive action needed
{
std::cout<<"found obstacle"<<std::endl;
// first check if we're walking into a door
bool foundClosedDoor = false;
MWWorld::CellStore *cell = actor.getCell();
if(!cell->getCell()->isExterior())
{
// Check all the doors in this cell
mDoors = cell->get<ESM::Door>().mList; // update list member
mDoorIter = mDoors.begin();
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
for (; mDoorIter != mDoors.end(); ++mDoorIter)
{
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
if(actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED &&
ref.mData.getLocalRotation().rot[2] == 0)
{
std::cout<<"closed door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
foundClosedDoor = true;
break;
}
}
}
if(foundClosedDoor)
{
mBackOffDoor = true;
mObstacleCheck.clear();
if(mFollowTarget) // FIXME: probably not needed
{
std::cout<<"follow door"<<std::endl;
mFollowTarget = false;
}
}
else // probably walking into another NPC
{
// TODO: diagonal should have same animation as walk forward
// but doesn't seem to do that?
actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
// change the angle a bit, too
if(mPathFinder.isPathConstructed())
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
}
}
}
if(distBetween > rangeMelee)
@ -476,26 +390,77 @@ namespace MWMechanics
}
}
// NOTE: This section gets updated every tReaction, which is currently hard
// coded at 250ms or 1/4 second
//
// TODO: Add a parameter to vary DURATION_SAME_SPOT?
if((distBetween > rangeMelee || mFollowTarget) &&
mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
{
// first check if we're walking into a door
mDoorCheckDuration += 1.0f; // add time taken for obstacle check
MWWorld::CellStore *cell = actor.getCell();
if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL && !cell->getCell()->isExterior())
{
mDoorCheckDuration = 0;
// Check all the doors in this cell
mDoors = cell->get<ESM::Door>(); // update
mDoorIter = mDoors.mList.begin();
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
for (; mDoorIter != mDoors.mList.end(); ++mDoorIter)
{
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
float minSqr = 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED; // for legibility
if(actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr &&
ref.mData.getLocalRotation().rot[2] < 0.4f) // even small opening
{
//std::cout<<"closed door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
mBackOffDoor = true;
mObstacleCheck.clear();
if(mFollowTarget)
mFollowTarget = false;
break;
}
}
}
else // probably walking into another NPC TODO: untested in combat situation
{
// TODO: diagonal should have same animation as walk forward
// but doesn't seem to do that?
actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
// change the angle a bit, too
if(mPathFinder.isPathConstructed())
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
if(mFollowTarget)
mFollowTarget = false;
// FIXME: can fool actors to stay behind doors, etc.
// Related to Bug#1102 and to some degree #1155 as well
}
}
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility
// TODO: add reaction to checking open doors
if(mBackOffDoor &&
actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < 1.5*1.5*MIN_DIST_TO_DOOR_SQUARED)
actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
{
mMovement.mPosition[1] = -0.2; // back off, but slowly
if(mDoorIter != mDoors.end() && ref.mData.getLocalRotation().rot[2] >= 1) // open
{
mDoorIter = mDoors.end();
mBackOffDoor = false;
std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
}
}
else if(mBackOffDoor &&
mDoorIter != mDoors.mList.end() &&
ref.mData.getLocalRotation().rot[2] >= 1)
{
mDoorIter = mDoors.mList.end();
mBackOffDoor = false;
//std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
mMovement.mPosition[1] = 1;
}
else
{
if(mReadyToAttack && !mBackOffDoor)
{
std::cout<<"ready to attack, move forward"<<std::endl;
mMovement.mPosition[1] = 1; // FIXME: oscillates?
}
mMovement.mPosition[1] = 1; // FIXME: oscillation?
}
actor.getClass().getMovementSettings(actor) = mMovement;

View file

@ -53,10 +53,13 @@ namespace MWMechanics
MWMechanics::Movement mMovement;
MWWorld::Ptr mTarget;
const MWWorld::CellStore* mCell;
ObstacleCheck mObstacleCheck;
float mDoorCheckDuration;
// TODO: for some reason mDoors.searchViaHandle() returns
// null pointers, workaround by keeping an iterator
MWWorld::CellRefList<ESM::Door>::List::iterator mDoorIter;
MWWorld::CellRefList<ESM::Door>::List& mDoors;
MWWorld::CellRefList<ESM::Door>& mDoors;
void buildNewPath(const MWWorld::Ptr& actor);
};

View file

@ -30,6 +30,8 @@ namespace MWMechanics
// the input parameters are pathgrid point indexes
// the output list is in local (internal cells) or world (external
// cells) co-ordinates
//
// NOTE: if start equals end an empty path is returned
std::list<ESM::Pathgrid::Point> aStarSearch(const int start,
const int end) const;
private:

View file

@ -8,7 +8,7 @@
#include "esmstore.hpp"
#include "cellreflist.hpp"
#include "../mwmechanics/pathgrid.hpp"
#include "../mwmechanics/pathgrid.hpp" // TODO: maybe belongs in mwworld
namespace ESM
{