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Merge pull request #2507 from elsid/door_stuck

Fix actors stuck in closing door (bug #5138)
This commit is contained in:
Alexei Dobrohotov 2019-10-01 22:39:58 +03:00 committed by GitHub
commit 6f99747fff
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3 changed files with 36 additions and 19 deletions

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@ -1,5 +1,7 @@
#include "aiavoiddoor.hpp" #include "aiavoiddoor.hpp"
#include <components/misc/rng.hpp>
#include "../mwbase/world.hpp" #include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp" #include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/mechanicsmanager.hpp"
@ -11,8 +13,10 @@
#include "actorutil.hpp" #include "actorutil.hpp"
#include "steering.hpp" #include "steering.hpp"
static const int MAX_DIRECTIONS = 4;
MWMechanics::AiAvoidDoor::AiAvoidDoor(const MWWorld::ConstPtr& doorPtr) MWMechanics::AiAvoidDoor::AiAvoidDoor(const MWWorld::ConstPtr& doorPtr)
: AiPackage(), mDuration(1), mDoorPtr(doorPtr), mLastPos(ESM::Position()), mAdjAngle(0) : AiPackage(), mDuration(1), mDoorPtr(doorPtr), mDirection(0)
{ {
} }
@ -22,25 +26,18 @@ bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterCont
ESM::Position pos = actor.getRefData().getPosition(); ESM::Position pos = actor.getRefData().getPosition();
if(mDuration == 1) //If it just started, get the actor position as the stuck detection thing if(mDuration == 1) //If it just started, get the actor position as the stuck detection thing
mLastPos = pos; mLastPos = pos.asVec3();
mDuration -= duration; //Update timer mDuration -= duration; //Update timer
if(mDuration < 0) { if (mDuration < 0)
float x = pos.pos[0] - mLastPos.pos[0]; {
float y = pos.pos[1] - mLastPos.pos[1]; if (isStuck(pos.asVec3()))
float z = pos.pos[2] - mLastPos.pos[2]; {
float distance = x * x + y * y + z * z; adjustDirection();
if(distance < 10 * 10) { //Got stuck, didn't move
if(mAdjAngle == 0) //Try going in various directions
mAdjAngle = osg::PI / 2;
else if (mAdjAngle == osg::PI / 2)
mAdjAngle = -osg::PI / 2;
else
mAdjAngle = 0;
mDuration = 1; //reset timer mDuration = 1; //reset timer
} }
else //Not stuck else
return true; // We have tried backing up for more than one second, we've probably cleared it return true; // We have tried backing up for more than one second, we've probably cleared it
} }
@ -54,7 +51,7 @@ bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterCont
actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
// Turn away from the door and move when turn completed // Turn away from the door and move when turn completed
if (zTurn(actor, std::atan2(x,y) + mAdjAngle, osg::DegreesToRadians(5.f))) if (zTurn(actor, std::atan2(x,y) + getAdjustedAngle(), osg::DegreesToRadians(5.f)))
actor.getClass().getMovementSettings(actor).mPosition[1] = 1; actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
else else
actor.getClass().getMovementSettings(actor).mPosition[1] = 0; actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
@ -90,4 +87,17 @@ unsigned int MWMechanics::AiAvoidDoor::getPriority() const
return 2; return 2;
} }
bool MWMechanics::AiAvoidDoor::isStuck(const osg::Vec3f& actorPos) const
{
return (actorPos - mLastPos).length2() < 10 * 10;
}
void MWMechanics::AiAvoidDoor::adjustDirection()
{
mDirection = Misc::Rng::rollDice(MAX_DIRECTIONS);
}
float MWMechanics::AiAvoidDoor::getAdjustedAngle() const
{
return 2 * osg::PI / MAX_DIRECTIONS * mDirection;
}

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@ -36,8 +36,14 @@ namespace MWMechanics
private: private:
float mDuration; float mDuration;
MWWorld::ConstPtr mDoorPtr; MWWorld::ConstPtr mDoorPtr;
ESM::Position mLastPos; osg::Vec3f mLastPos;
float mAdjAngle; int mDirection;
bool isStuck(const osg::Vec3f& actorPos) const;
void adjustDirection();
float getAdjustedAngle() const;
}; };
} }
#endif #endif

View file

@ -1649,7 +1649,6 @@ namespace MWWorld
} }
// we need to undo the rotation // we need to undo the rotation
rotateObject(door, objPos.rot[0], objPos.rot[1], oldRot);
reached = false; reached = false;
} }
} }
@ -1671,6 +1670,8 @@ namespace MWWorld
if (!closeSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, closeSound)) if (!closeSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, closeSound))
MWBase::Environment::get().getSoundManager()->stopSound3D(door, closeSound); MWBase::Environment::get().getSoundManager()->stopSound3D(door, closeSound);
} }
rotateObject(door, objPos.rot[0], objPos.rot[1], oldRot);
} }
// the rotation order we want to use // the rotation order we want to use