AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState

pull/136/head
gus 11 years ago
parent 683b8d77dd
commit 4559e932ae

@ -22,6 +22,11 @@
#include "creaturestats.hpp"
#include "movement.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "aicombat.hpp"
namespace MWMechanics
{
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
@ -35,6 +40,39 @@ namespace MWMechanics
{
// AI
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
//engage combat or not?
if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile())
{
ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
ESM::Position actorpos = ptr.getRefData().getPosition();
float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1);
float disp = 100; //creatures don't have disposition, so set it to 100 by default
if(ptr.getTypeName() == typeid(ESM::NPC).name())
{
disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr);
}
bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
if( ( (fight == 100 )
|| (fight >= 95 && d <= 3000)
|| (fight >= 90 && d <= 2000)
|| (fight >= 80 && d <= 1000)
|| (fight >= 80 && disp <= 40)
|| (fight >= 70 && disp <= 35 && d <= 1000)
|| (fight >= 60 && disp <= 30 && d <= 1000)
|| (fight >= 50 && disp == 0)
|| (fight >= 40 && disp <= 10 && d <= 500) )
&& LOS
)
{
creatureStats.getAiSequence().stack(AiCombat("player"));
creatureStats.setHostile(true);
}
}
creatureStats.getAiSequence().execute (ptr,duration);
// fatigue restoration

@ -34,103 +34,110 @@ namespace MWMechanics
bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
{
if(!MWWorld::Class::get(actor).getCreatureStats(actor).isHostile()) return true;
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mTargetId, false);
if(MWWorld::Class::get(actor).getCreatureStats(actor).getHealth().getCurrent() <= 0) return true;
if(actor.getTypeName() == typeid(ESM::NPC).name())
{
MWWorld::Class::get(actor).
MWWorld::Class::get(actor).setStance(actor, MWWorld::Class::Run,true);
MWMechanics::DrawState_ state = MWWorld::Class::get(actor).getNpcStats(actor).getDrawState();
if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
MWWorld::Class::get(actor).getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
}
ESM::Position pos = actor.getRefData().getPosition();
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
float xCell = 0;
float yCell = 0;
if (actor.getCell()->mCell->isExterior())
{
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
}
ESM::Position pos = actor.getRefData().getPosition();
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
ESM::Pathgrid::Point dest;
dest.mX = target.getRefData().getPosition().pos[0];
dest.mY = target.getRefData().getPosition().pos[1];
dest.mZ = target.getRefData().getPosition().pos[2];
float xCell = 0;
float yCell = 0;
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
if (actor.getCell()->mCell->isExterior())
mTimer2 = mTimer2 + duration;
if(!mPathFinder.isPathConstructed())
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
else
{
mPathFinder2.buildPath(start, dest, pathgrid, xCell, yCell, true);
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
if((mTimer2 > 0.25)&&(mPathFinder2.getPathSize() < mPathFinder.getPathSize() ||
(dest.mX - lastPt.mX)*(dest.mX - lastPt.mX)+(dest.mY - lastPt.mY)*(dest.mY - lastPt.mY)+(dest.mZ - lastPt.mZ)*(dest.mZ - lastPt.mZ) > 200*200))
{
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
mTimer2 = 0;
mPathFinder = mPathFinder2;
}
}
ESM::Pathgrid::Point dest;
dest.mX = target.getRefData().getPosition().pos[0];
dest.mY = target.getRefData().getPosition().pos[1];
dest.mZ = target.getRefData().getPosition().pos[2];
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
mTimer2 = mTimer2 + duration;
if(!mPathFinder.isPathConstructed())
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
else
{
mPathFinder2.buildPath(start, dest, pathgrid, xCell, yCell, true);
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
if((mTimer2 > 0.25)&&(mPathFinder2.getPathSize() < mPathFinder.getPathSize() ||
(dest.mX - lastPt.mX)*(dest.mX - lastPt.mX)+(dest.mY - lastPt.mY)*(dest.mY - lastPt.mY)+(dest.mZ - lastPt.mZ)*(dest.mZ - lastPt.mZ) > 200*200))
{
mTimer2 = 0;
mPathFinder = mPathFinder2;
}
}
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
float range = 100;
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
if((dest.mX - start.mX)*(dest.mX - start.mX)+(dest.mY - start.mY)*(dest.mY - start.mY)+(dest.mZ - start.mZ)*(dest.mZ - start.mZ)
< range*range)
{
float directionX = dest.mX - start.mX;
float directionY = dest.mY - start.mY;
float directionResult = sqrt(directionX * directionX + directionY * directionY);
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
zAngle = Ogre::Radian( acos(directionY / directionResult) * sgn(asin(directionX / directionResult)) ).valueDegrees();
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
float range = 100;
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
if((dest.mX - start.mX)*(dest.mX - start.mX)+(dest.mY - start.mY)*(dest.mY - start.mY)+(dest.mZ - start.mZ)*(dest.mZ - start.mZ)
< range*range)
mPathFinder.clearPath();
if(mTimer == 0)
{
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
//mTimer = mTimer + duration;
}
if( mTimer > 1)
{
float directionX = dest.mX - start.mX;
float directionY = dest.mY - start.mY;
float directionResult = sqrt(directionX * directionX + directionY * directionY);
zAngle = Ogre::Radian( acos(directionY / directionResult) * sgn(asin(directionX / directionResult)) ).valueDegrees();
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
mPathFinder.clearPath();
if(mTimer == 0)
{
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
//mTimer = mTimer + duration;
}
if( mTimer > 1)
{
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
mTimer = 0;
}
else
{
mTimer = mTimer + duration;
}
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(!MWWorld::Class::get(actor).getCreatureStats(actor).getAttackingOrSpell());
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
mTimer = 0;
}
else
{
mTimer = mTimer + duration;
}
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(!MWWorld::Class::get(actor).getCreatureStats(actor).getAttackingOrSpell());
}
return false;
}
int AiCombat::getTypeId() const
{
return 2;
return 5;
}
unsigned int AiCombat::getPriority() const
{
return 1;
}
AiCombat *MWMechanics::AiCombat::clone() const

@ -21,6 +21,8 @@ namespace MWMechanics
virtual int getTypeId() const;
virtual unsigned int getPriority() const;
private:
std::string mTargetId;

@ -22,6 +22,9 @@ namespace MWMechanics
virtual int getTypeId() const = 0;
///< 0: Wanter, 1 Travel, 2 Escort, 3 Follow, 4 Activate
virtual unsigned int getPriority() const {return 0;}
///< higher number is higher priority (0 beeing the lowest)
};
}

@ -17,19 +17,14 @@
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwbase/mechanicsmanager.hpp"
void MWMechanics::AiSequence::copy (const AiSequence& sequence)
{
for (std::list<AiPackage *>::const_iterator iter (sequence.mPackages.begin());
iter!=sequence.mPackages.end(); ++iter)
mPackages.push_back ((*iter)->clone());
mCombat = sequence.mCombat;
mCombatPackage = 0;
if(sequence.mCombat) mCombatPackage = sequence.mCombatPackage->clone();
}
MWMechanics::AiSequence::AiSequence() : mDone (false), mCombat (false), mCombatPackage (0) {}
MWMechanics::AiSequence::AiSequence() : mDone (false) {}
MWMechanics::AiSequence::AiSequence (const AiSequence& sequence) : mDone (false)
{
@ -69,48 +64,15 @@ void MWMechanics::AiSequence::execute (const MWWorld::Ptr& actor,float duration)
{
if(actor != MWBase::Environment::get().getWorld()->getPlayer().getPlayer())
{
if(mCombat)
{
mCombatPackage->execute(actor,duration);
}
else
if (!mPackages.empty())
{
if(actor.getTypeName() == typeid(ESM::NPC).name())
if (mPackages.front()->execute (actor,duration))
{
ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
ESM::Position actorpos = actor.getRefData().getPosition();
float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
float fight = actor.getClass().getCreatureStats(actor).getAiSetting(1);
float disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(actor);
bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
if( ( (fight == 100 )
|| (fight >= 95 && d <= 3000)
|| (fight >= 90 && d <= 2000)
|| (fight >= 80 && d <= 1000)
|| (fight >= 80 && disp <= 40)
|| (fight >= 70 && disp <= 35 && d <= 1000)
|| (fight >= 60 && disp <= 30 && d <= 1000)
|| (fight >= 50 && disp == 0)
|| (fight >= 40 && disp <= 10 && d <= 500) )
&& LOS
)
{
mCombat = true;
mCombatPackage = new AiCombat("player");
}
}
if (!mPackages.empty())
{
if (mPackages.front()->execute (actor,duration))
{
mPackages.erase (mPackages.begin());
mDone = true;
}
else
mDone = false;
mPackages.erase (mPackages.begin());
mDone = true;
}
else
mDone = false;
}
}
}
@ -119,18 +81,20 @@ void MWMechanics::AiSequence::clear()
{
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
delete *iter;
if(mCombatPackage)
{
delete mCombatPackage;
mCombatPackage = 0;
}
mPackages.clear();
}
void MWMechanics::AiSequence::stack (const AiPackage& package)
{
mPackages.push_front (package.clone());
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); it++)
{
if(mPackages.front()->getPriority() <= package.getPriority())
mPackages.insert(it,package.clone());
}
if(mPackages.empty())
mPackages.push_front (package.clone());
}
void MWMechanics::AiSequence::queue (const AiPackage& package)

@ -18,8 +18,6 @@ namespace MWMechanics
class AiSequence
{
std::list<AiPackage *> mPackages;
AiPackage* mCombatPackage;
bool mCombat;
bool mDone;
@ -36,7 +34,7 @@ namespace MWMechanics
virtual ~AiSequence();
int getTypeId() const;
///< -1: None, 0: Wanter, 1 Travel, 2 Escort, 3 Follow, 4 Activate
///< -1: None, 0: Wanter, 1 Travel, 2 Escort, 3 Follow, 4 Activate, 5 Combat
bool isPackageDone() const;
///< Has a package been completed during the last update?
@ -46,7 +44,7 @@ namespace MWMechanics
void clear();
///< Remove all packages.
void stack (const AiPackage& package);
///< Add \a package to the front of the sequence (suspends current package)

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