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AiTravel logic merged into AiPackage.
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commit
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4 changed files with 25 additions and 46 deletions
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@ -30,9 +30,9 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
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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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const ESM::Cell *cell = actor.getCell()->getCell();
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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const ESM::Cell *cell = actor.getCell()->getCell();
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Movement &movement = actor.getClass().getMovementSettings(actor);
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//Ensure pursuer doesn't leave loaded cells
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@ -67,7 +67,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
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//***********************
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if(mTimer > 0.25)
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{
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if(distance(mPrevDest, dest) > 10) { //Only rebuild path if it's moved
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if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved
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mPathFinder.buildPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
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mPrevDest = dest;
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}
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@ -123,3 +123,8 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
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return false;
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}
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bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
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{
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return distance(mPrevDest, dest) > 10;
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}
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@ -4,6 +4,8 @@
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#include "pathfinding.hpp"
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#include <components/esm/defs.hpp>
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#include "../mwworld/cellstore.hpp"
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#include "obstacle.hpp"
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#include "aistate.hpp"
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@ -71,6 +73,8 @@ namespace MWMechanics
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/** \return If the actor has arrived at his destination **/
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bool pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration);
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virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell);
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// TODO: all this does not belong here, move into temporary storage
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PathFinder mPathFinder;
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ObstacleCheck mObstacleCheck;
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@ -51,64 +51,31 @@ namespace MWMechanics
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bool AiTravel::execute (const MWWorld::Ptr& actor, AiState& state, float duration)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::Position pos = actor.getRefData().getPosition();
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Movement &movement = actor.getClass().getMovementSettings(actor);
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const ESM::Cell *cell = actor.getCell()->getCell();
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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MWWorld::Ptr player = world->getPlayerPtr();
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) >
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sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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if(cell->mData.mY != player.getCell()->getCell()->mData.mY)
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{
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int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) >
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sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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if (!isWithinMaxRange(Ogre::Vector3(mX, mY, mZ), Ogre::Vector3(pos.pos)))
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return false;
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if (pathTo(actor, ESM::Pathgrid::Point(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ)), duration))
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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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 AiTravel::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
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{
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bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY;
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if(!mPathFinder.isPathConstructed() || cellChange)
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if (!mPathFinder.isPathConstructed() || cellChange)
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{
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mCellX = cell->mData.mX;
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mCellY = cell->mData.mY;
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ESM::Pathgrid::Point dest(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ));
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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mPathFinder.buildPath(start, dest, actor.getCell(), true);
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}
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if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1]))
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{
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movement.mPosition[1] = 0;
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return true;
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}
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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movement.mPosition[1] = 1;
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return false;
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}
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@ -34,6 +34,9 @@ namespace MWMechanics
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virtual int getTypeId() const;
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protected:
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virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell);
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private:
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float mX;
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float mY;
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