A possibility to view actor controls from lua scripts without disabling AI.

dont-compose-content
Petr Mikheev 4 years ago
parent 7087eb1a4e
commit a8f76260bc

@ -34,6 +34,7 @@ namespace MWBase
virtual void keyPressed(const SDL_KeyboardEvent &arg) = 0;
struct ActorControls {
bool disableAI;
bool controlledFromLua;
bool jump;
@ -43,7 +44,7 @@ namespace MWBase
float turn;
};
virtual const ActorControls* getActorControls(const MWWorld::Ptr&) const = 0;
virtual ActorControls* getActorControls(const MWWorld::Ptr&) const = 0;
virtual void clear() = 0;
virtual void setupPlayer(const MWWorld::Ptr&) = 0;

@ -35,6 +35,7 @@ namespace MWLua
selfAPI["controls"] = sol::readonly_property([](SelfObject& self) { return &self.mControls; });
selfAPI["isActive"] = [](SelfObject& self) { return &self.mIsActive; };
selfAPI["setDirectControl"] = [](SelfObject& self, bool v) { self.mControls.controlledFromLua = v; };
selfAPI["enableAI"] = [](SelfObject& self, bool v) { self.mControls.disableAI = !v; };
selfAPI["setEquipment"] = [manager=context.mLuaManager](const SelfObject& obj, sol::table equipment)
{
if (!obj.ptr().getClass().hasInventoryStore(obj.ptr()))
@ -87,6 +88,7 @@ namespace MWLua
: LuaUtil::ScriptsContainer(lua, "L" + idToString(obj.id())), mData(obj)
{
mData.mControls.controlledFromLua = false;
mData.mControls.disableAI = false;
this->addPackage("openmw.self", sol::make_object(lua->sol(), &mData));
registerEngineHandlers({&mOnActiveHandlers, &mOnInactiveHandlers});
}

@ -22,7 +22,7 @@ namespace MWLua
static std::unique_ptr<LocalScripts> create(LuaUtil::LuaState* lua, const LObject& obj);
static void initializeSelfPackage(const Context&);
const MWBase::LuaManager::ActorControls* getActorControls() const { return &mData.mControls; }
MWBase::LuaManager::ActorControls* getActorControls() { return &mData.mControls; }
struct SelfObject : public LObject
{

@ -260,7 +260,7 @@ namespace MWLua
mKeyPressEvents.push_back(arg.keysym);
}
const MWBase::LuaManager::ActorControls* LuaManager::getActorControls(const MWWorld::Ptr& ptr) const
MWBase::LuaManager::ActorControls* LuaManager::getActorControls(const MWWorld::Ptr& ptr) const
{
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)

@ -42,7 +42,7 @@ namespace MWLua
void objectRemovedFromScene(const MWWorld::Ptr& ptr) override;
void keyPressed(const SDL_KeyboardEvent &arg) override;
const MWBase::LuaManager::ActorControls* getActorControls(const MWWorld::Ptr&) const override;
MWBase::LuaManager::ActorControls* getActorControls(const MWWorld::Ptr&) const override;
void clear() override; // should be called before loading game or starting a new game to reset internal state.
void setupPlayer(const MWWorld::Ptr& ptr) override; // Should be called once after each "clear".

@ -1962,6 +1962,8 @@ namespace MWMechanics
{
bool isPlayer = iter->first == player;
CharacterController* ctrl = iter->second->getCharacterController();
MWBase::LuaManager::ActorControls* luaControls =
MWBase::Environment::get().getLuaManager()->getActorControls(iter->first);
float distSqr = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2();
// AI processing is only done within given distance to the player.
@ -2010,25 +2012,6 @@ namespace MWMechanics
return; // for now abort update of the old cell when cell changes by teleportation magic effect
// a better solution might be to apply cell changes at the end of the frame
}
bool controlledFromLua;
{
const MWBase::LuaManager::ActorControls* luaControls =
MWBase::Environment::get().getLuaManager()->getActorControls(iter->first);
controlledFromLua = luaControls && luaControls->controlledFromLua;
if (controlledFromLua && isConscious(iter->first))
{
Movement& mov = iter->first.getClass().getMovementSettings(iter->first);
mov.mPosition[0] = luaControls->sideMovement;
mov.mPosition[1] = luaControls->movement;
mov.mPosition[2] = luaControls->jump ? 1 : 0;
mov.mRotation[0] = mov.mRotation[1] = 0;
mov.mRotation[2] = luaControls->turn;
mov.mSpeedFactor = osg::Vec2(luaControls->movement, luaControls->sideMovement).length();
CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Run, luaControls->run);
}
}
if (aiActive && inProcessingRange)
{
if (engageCombatTimerStatus == Misc::TimerStatus::Elapsed)
@ -2082,7 +2065,7 @@ namespace MWMechanics
if (iter->first != player)
{
CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first);
if (isConscious(iter->first) && !controlledFromLua)
if (isConscious(iter->first) && !(luaControls && luaControls->disableAI))
{
stats.getAiSequence().execute(iter->first, *ctrl, duration);
updateGreetingState(iter->first, *iter->second, timerUpdateHello > 0);
@ -2091,7 +2074,7 @@ namespace MWMechanics
}
}
}
else if (aiActive && iter->first != player && isConscious(iter->first) && !controlledFromLua)
else if (aiActive && iter->first != player && isConscious(iter->first) && !(luaControls && luaControls->disableAI))
{
CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first);
stats.getAiSequence().execute(iter->first, *ctrl, duration, /*outOfRange*/true);
@ -2108,6 +2091,32 @@ namespace MWMechanics
if (timerUpdateEquippedLight == 0)
updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches);
}
if (luaControls && isConscious(iter->first))
{
Movement& mov = iter->first.getClass().getMovementSettings(iter->first);
CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
float speedFactor = isPlayer ? 1.f : mov.mSpeedFactor;
osg::Vec2f movement = osg::Vec2f(mov.mPosition[0], mov.mPosition[1]) * speedFactor;
float rotationZ = mov.mRotation[2];
bool jump = mov.mPosition[2] == 1;
bool runFlag = stats.getMovementFlag(MWMechanics::CreatureStats::Flag_Run);
if (luaControls->controlledFromLua)
{
mov.mPosition[0] = luaControls->sideMovement;
mov.mPosition[1] = luaControls->movement;
mov.mPosition[2] = luaControls->jump ? 1 : 0;
mov.mRotation[1] = 0;
mov.mRotation[2] = luaControls->turn;
mov.mSpeedFactor = osg::Vec2(luaControls->movement, luaControls->sideMovement).length();
stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Run, luaControls->run);
}
luaControls->sideMovement = movement.x();
luaControls->movement = movement.y();
luaControls->turn = rotationZ;
luaControls->jump = jump;
luaControls->run = runFlag;
}
}
}

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