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rewrite pathTo for clearer logic; reapply Scrawl's aifollow threshold

This commit is contained in:
mrcheko 2016-01-01 16:41:45 +03:00
parent d7d5cc6689
commit b960b0af93
3 changed files with 45 additions and 70 deletions

View file

@ -127,21 +127,21 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
//Set the target destination from the actor //Set the target destination from the actor
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos; ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]);
//const float threshold = 10;
//if (storage.mMoving) //Stop when you get close
// storage.mMoving = (dist > followDistance);
//else
// storage.mMoving = (dist > followDistance + threshold);
const float threshold = 10; // to avoid constant switching between moving/stopping
if (!storage.mMoving) followDistance += threshold;
storage.mMoving = !pathTo(actor, dest, duration, followDistance); // Go to the destination storage.mMoving = !pathTo(actor, dest, duration, followDistance); // Go to the destination
if (storage.mMoving)
{
//Check if you're far away //Check if you're far away
float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]);
if (dist > 450) if (dist > 450)
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
else if (dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold else if (dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
}
return false; return false;
} }

View file

@ -22,6 +22,7 @@ MWMechanics::AiPackage::~AiPackage() {}
MWMechanics::AiPackage::AiPackage() : MWMechanics::AiPackage::AiPackage() :
mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild
mIsShortcutting(false),
mShortcutProhibited(false), mShortcutFailPos() mShortcutProhibited(false), mShortcutFailPos()
{ {
} }
@ -41,10 +42,8 @@ bool MWMechanics::AiPackage::followTargetThroughDoors() const
return false; return false;
} }
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance) bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance)
{ {
//Update various Timers
mTimer += duration; //Update timer mTimer += duration; //Update timer
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
@ -59,39 +58,21 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
return false; return false;
} }
//*********************** // handle path building and shortcutting
/// Checks if you can't get to the end position at all, adds end position to end of path
/// Rebuilds path every [AI_REACTION_TIME] seconds, in case the target has moved
//***********************
ESM::Pathgrid::Point start = pos.pos; ESM::Pathgrid::Point start = pos.pos;
float distToNextWaypoint = distance(start, dest); float distToTarget = distance(start, dest);
bool isDestReached = (distToNextWaypoint <= destTolerance); bool isDestReached = (distToTarget <= destTolerance);
if (!isDestReached && mTimer > AI_REACTION_TIME) if (!isDestReached && mTimer > AI_REACTION_TIME)
{ {
osg::Vec3f& lastActorPos = mLastActorPos; bool wasShortcutting = mIsShortcutting;
bool isStuck = distance(start, lastActorPos.x(), lastActorPos.y(), lastActorPos.z()) < actor.getClass().getSpeed(actor)*mTimer
&& distance(dest, start) > 20;
lastActorPos = pos.asVec3();
const ESM::Cell *cell = actor.getCell()->getCell();
bool needPathRecalc = doesPathNeedRecalc(dest, cell); //Only rebuild path if dest point has changed
bool isWayClear = true;
if (!needPathRecalc) // TODO: add check if actor is actually shortcutting
{
isWayClear = checkWayIsClearForActor(start, dest, actor); // check if current shortcut is safe to follow
}
if (!isWayClear || needPathRecalc) // Only rebuild path if the target has moved or can't follow current shortcut
{
bool destInLOS = false; bool destInLOS = false;
mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS); // try to shortcut first
if (isStuck || !isWayClear || !shortcutPath(start, dest, actor, &destInLOS)) if (!mIsShortcutting)
{
if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell()->getCell())) // only rebuild path if the target has moved
{ {
mPathFinder.buildSyncedPath(start, dest, actor.getCell()); mPathFinder.buildSyncedPath(start, dest, actor.getCell());
@ -111,7 +92,6 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
} }
} }
} }
}
if(!mPathFinder.getPath().empty()) //Path has points in it if(!mPathFinder.getPath().empty()) //Path has points in it
{ {
@ -120,19 +100,13 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
if(distance(dest, lastPos) > 100) //End of the path is far from the destination if(distance(dest, lastPos) > 100) //End of the path is far from the destination
mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
} }
}
mTimer = 0; mTimer = 0;
} }
//************************
/// Checks if you aren't moving; attempts to unstick you
//************************
if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished? if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished?
{ {
actor.getClass().getMovementSettings(actor).mPosition[0] = 0; // stop moving
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
actor.getClass().getMovementSettings(actor).mPosition[2] = 0;
// turn to destination point // turn to destination point
zTurn(actor, getZAngleToPoint(start, dest)); zTurn(actor, getZAngleToPoint(start, dest));
smoothTurn(actor, getXAngleToPoint(start, dest), 0); smoothTurn(actor, getXAngleToPoint(start, dest), 0);
@ -140,6 +114,8 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
} }
else else
{ {
actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // run to target
// handle obstacles on the way
evadeObstacles(actor, duration, pos); evadeObstacles(actor, duration, pos);
} }
@ -155,26 +131,24 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur
zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor); MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
if (mObstacleCheck.check(actor, duration))
{ // check if stuck due to obstacles
// first check if we're walking into a door if (!mObstacleCheck.check(actor, duration)) return;
MWWorld::Ptr door = getNearbyDoor(actor);
if (door != MWWorld::Ptr()) // NOTE: checks interior cells only // first check if obstacle is a door
MWWorld::Ptr door = getNearbyDoor(actor); // NOTE: checks interior cells only
if (door != MWWorld::Ptr())
{ {
if (!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty() if (!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty()
&& door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) { && door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) {
MWBase::Environment::get().getWorld()->activateDoor(door, 1); MWBase::Environment::get().getWorld()->activateDoor(door, 1);
} }
} }
else // probably walking into another NPC else // any other obstacle (NPC, crate, etc.)
{ {
mObstacleCheck.takeEvasiveAction(movement); mObstacleCheck.takeEvasiveAction(movement);
} }
} }
else { //Not stuck, so reset things
movement.mPosition[1] = 1; //Just run forward
}
}
bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS) bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS)
{ {
@ -191,7 +165,7 @@ bool MWMechanics::AiPackage::shortcutPath(const ESM::Pathgrid::Point& startPoint
if (!isPathClear if (!isPathClear
&& (!mShortcutProhibited || (PathFinder::MakeOsgVec3(mShortcutFailPos) - PathFinder::MakeOsgVec3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST)) && (!mShortcutProhibited || (PathFinder::MakeOsgVec3(mShortcutFailPos) - PathFinder::MakeOsgVec3(startPoint)).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
{ {
// take the direct path only if there aren't any obstacles // check if target is clearly visible
isPathClear = !MWBase::Environment::get().getWorld()->castRay( isPathClear = !MWBase::Environment::get().getWorld()->castRay(
static_cast<float>(startPoint.mX), static_cast<float>(startPoint.mY), static_cast<float>(startPoint.mZ), static_cast<float>(startPoint.mX), static_cast<float>(startPoint.mY), static_cast<float>(startPoint.mZ),
static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), static_cast<float>(endPoint.mZ)); static_cast<float>(endPoint.mX), static_cast<float>(endPoint.mY), static_cast<float>(endPoint.mZ));

View file

@ -82,7 +82,7 @@ namespace MWMechanics
bool isTargetMagicallyHidden(const MWWorld::Ptr& target); bool isTargetMagicallyHidden(const MWWorld::Ptr& target);
protected: protected:
/// Causes the actor to attempt to walk to the specified location /// Handles path building and shortcutting with obstacles avoiding
/** \return If the actor has arrived at his destination **/ /** \return If the actor has arrived at his destination **/
bool pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance = 0.0f); bool pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance = 0.0f);
@ -108,6 +108,7 @@ namespace MWMechanics
ESM::Pathgrid::Point mPrevDest; ESM::Pathgrid::Point mPrevDest;
osg::Vec3f mLastActorPos; osg::Vec3f mLastActorPos;
bool mIsShortcutting; // if shortcutting at the moment
bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt
ESM::Pathgrid::Point mShortcutFailPos; // position of last shortcut fail ESM::Pathgrid::Point mShortcutFailPos; // position of last shortcut fail