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@ -75,6 +75,21 @@ namespace MWMechanics
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std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
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PathFinder mPathFinder;
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// do we need to calculate allowed nodes based on mDistance
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bool mPopulateAvailableNodes;
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// allowed pathgrid nodes based on mDistance from the spawn point
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// in local coordinates of mCell
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std::vector<ESM::Pathgrid::Point> mAllowedNodes;
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ESM::Pathgrid::Point mCurrentNode;
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bool mTrimCurrentNode;
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ObstacleCheck mObstacleCheck;
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float mDoorCheckDuration;
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int mStuckCount;
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AiWanderStorage():
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mTargetAngleRadians(0),
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@ -87,7 +102,12 @@ namespace MWMechanics
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mIsWanderingManually(false),
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mCanWanderAlongPathGrid(true),
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mIdleAnimation(0),
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mBadIdles()
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mBadIdles(),
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mPopulateAvailableNodes(true),
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mAllowedNodes(),
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mTrimCurrentNode(false),
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mDoorCheckDuration(0), // TODO: maybe no longer needed
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mStuckCount(0)
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{};
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void setState(const AiWander::WanderState wanderState, const bool isManualWander = false) {
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@ -108,11 +128,6 @@ namespace MWMechanics
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{
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// NOTE: mDistance and mDuration must be set already
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mStuckCount = 0;// TODO: maybe no longer needed
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mDoorCheckDuration = 0;
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mTrimCurrentNode = false;
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mHasReturnPosition = false;
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mReturnPosition = osg::Vec3f(0,0,0);
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@ -120,16 +135,6 @@ namespace MWMechanics
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mDistance = 0;
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if(mDuration < 0)
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mDuration = 0;
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if(mDuration == 0)
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mTimeOfDay = 0;
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if(mDuration > 24)
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{
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mDuration = 24;
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mRemainingDuration = (mDuration);
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}
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mPopulateAvailableNodes = true;
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}
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AiPackage * MWMechanics::AiWander::clone() const
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@ -202,7 +207,7 @@ namespace MWMechanics
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if(!currentCell || cellChange)
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{
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currentCell = actor.getCell();
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mPopulateAvailableNodes = true;
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storage.mPopulateAvailableNodes = true;
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}
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mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
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@ -248,7 +253,7 @@ namespace MWMechanics
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}
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// Initialization to discover & store allowed node points for this actor.
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if (mPopulateAvailableNodes)
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if (storage.mPopulateAvailableNodes)
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{
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getAllowedNodes(actor, currentCell->getCell(), storage);
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}
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@ -256,19 +261,19 @@ namespace MWMechanics
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// Actor becomes stationary - see above URL's for previous research
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// If a creature or an NPC with a wander distance and no pathgrid is available,
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// randomly idle or wander around near spawn point
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if(mAllowedNodes.empty() && mDistance > 0 && !storage.mIsWanderingManually) {
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if(storage.mAllowedNodes.empty() && mDistance > 0 && !storage.mIsWanderingManually) {
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// Typically want to idle for a short time before the next wander
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if (Misc::Rng::rollDice(100) >= 96) {
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wanderNearStart(actor, storage, mDistance);
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} else {
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storage.setState(Wander_IdleNow);
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}
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} else if (mAllowedNodes.empty() && !storage.mIsWanderingManually) {
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} else if (storage.mAllowedNodes.empty() && !storage.mIsWanderingManually) {
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storage.mCanWanderAlongPathGrid = false;
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}
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// If Wandering manually and hit an obstacle, stop
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if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration, 2.0f)) {
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if (storage.mIsWanderingManually && storage.mObstacleCheck.check(actor, duration, 2.0f)) {
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completeManualWalking(actor, storage);
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}
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@ -297,7 +302,7 @@ namespace MWMechanics
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// Construct a new path if there isn't one
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if(!storage.mPathFinder.isPathConstructed())
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{
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if (!mAllowedNodes.empty())
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if (!storage.mAllowedNodes.empty())
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{
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setPathToAnAllowedNode(actor, storage, pos);
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}
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@ -314,6 +319,7 @@ namespace MWMechanics
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return mRepeat;
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}
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bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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{
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if (mDuration)
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@ -401,7 +407,7 @@ namespace MWMechanics
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void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
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stopWalking(actor, storage);
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mObstacleCheck.clear();
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storage.mObstacleCheck.clear();
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storage.setState(Wander_IdleNow);
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}
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@ -434,15 +440,15 @@ namespace MWMechanics
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void AiWander::onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
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{
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// Check if an idle actor is too close to a door - if so start walking
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mDoorCheckDuration += duration;
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if (mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
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storage.mDoorCheckDuration += duration;
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if (storage.mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
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{
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mDoorCheckDuration = 0; // restart timer
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storage.mDoorCheckDuration = 0; // restart timer
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if (mDistance && // actor is not intended to be stationary
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proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
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{
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storage.setState(Wander_MoveNow);
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mTrimCurrentNode = false; // just in case
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storage.mTrimCurrentNode = false; // just in case
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return;
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}
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}
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@ -515,15 +521,15 @@ namespace MWMechanics
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zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
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MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
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if (mObstacleCheck.check(actor, duration))
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if (storage.mObstacleCheck.check(actor, duration))
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{
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// first check if we're walking into a door
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if (proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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// remove allowed points then select another random destination
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mTrimCurrentNode = true;
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trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
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mObstacleCheck.clear();
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storage.mTrimCurrentNode = true;
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trimAllowedNodes(storage.mAllowedNodes, storage.mPathFinder);
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storage.mObstacleCheck.clear();
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storage.mPathFinder.clearPath();
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storage.setState(Wander_MoveNow);
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}
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@ -531,9 +537,9 @@ namespace MWMechanics
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{
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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mObstacleCheck.takeEvasiveAction(movement);
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storage.mObstacleCheck.takeEvasiveAction(movement);
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}
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mStuckCount++; // TODO: maybe no longer needed
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storage.mStuckCount++; // TODO: maybe no longer needed
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}
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else
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{
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@ -541,14 +547,14 @@ namespace MWMechanics
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}
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// if stuck for sufficiently long, act like current location was the destination
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if (mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
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if (storage.mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
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{
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//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
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mObstacleCheck.clear();
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storage.mObstacleCheck.clear();
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stopWalking(actor, storage);
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storage.setState(Wander_ChooseAction);
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mStuckCount = 0;
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storage.mStuckCount = 0;
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}
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}
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@ -621,7 +627,7 @@ namespace MWMechanics
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if (storage.mState == Wander_Walking)
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{
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stopWalking(actor, storage);
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mObstacleCheck.clear();
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storage.mObstacleCheck.clear();
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storage.setState(Wander_IdleNow);
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}
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@ -653,8 +659,8 @@ namespace MWMechanics
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void AiWander::setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos)
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{
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unsigned int randNode = Misc::Rng::rollDice(mAllowedNodes.size());
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ESM::Pathgrid::Point dest(mAllowedNodes[randNode]);
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unsigned int randNode = Misc::Rng::rollDice(storage.mAllowedNodes.size());
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ESM::Pathgrid::Point dest(storage.mAllowedNodes[randNode]);
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ToWorldCoordinates(dest, storage.mCell->getCell());
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// actor position is already in world co-ordinates
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@ -666,20 +672,20 @@ namespace MWMechanics
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if (storage.mPathFinder.isPathConstructed())
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{
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// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
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ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
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mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
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ESM::Pathgrid::Point temp = storage.mAllowedNodes[randNode];
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storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode);
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// check if mCurrentNode was taken out of mAllowedNodes
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|
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if (mTrimCurrentNode && mAllowedNodes.size() > 1)
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mTrimCurrentNode = false;
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|
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if (storage.mTrimCurrentNode && storage.mAllowedNodes.size() > 1)
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|
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storage.mTrimCurrentNode = false;
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else
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mAllowedNodes.push_back(mCurrentNode);
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|
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mCurrentNode = temp;
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|
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storage.mAllowedNodes.push_back(storage.mCurrentNode);
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|
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storage.mCurrentNode = temp;
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storage.setState(Wander_Walking);
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}
|
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|
// Choose a different node and delete this one from possible nodes because it is uncreachable:
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else
|
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mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
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|
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storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode);
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}
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void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
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|
@ -788,17 +794,17 @@ namespace MWMechanics
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if (mDistance == 0)
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|
return;
|
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|
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if (mPopulateAvailableNodes)
|
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|
|
|
getAllowedNodes(actor, actor.getCell()->getCell(), state.get<AiWanderStorage>());
|
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|
|
|
AiWanderStorage& storage = state.get<AiWanderStorage>();
|
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|
|
|
if (storage.mPopulateAvailableNodes)
|
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|
|
|
getAllowedNodes(actor, actor.getCell()->getCell(), storage);
|
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|
|
|
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|
|
if (mAllowedNodes.empty())
|
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|
|
|
if (storage.mAllowedNodes.empty())
|
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|
|
return;
|
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|
|
|
|
|
|
|
|
int index = Misc::Rng::rollDice(storage.mAllowedNodes.size());
|
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|
|
|
ESM::Pathgrid::Point dest = storage.mAllowedNodes[index];
|
|
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|
|
state.moveIn(new AiWanderStorage());
|
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|
|
|
|
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|
|
int index = Misc::Rng::rollDice(mAllowedNodes.size());
|
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|
|
|
ESM::Pathgrid::Point dest = mAllowedNodes[index];
|
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|
|
|
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|
|
dest.mX += OffsetToPreventOvercrowding();
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|
|
|
dest.mY += OffsetToPreventOvercrowding();
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|
|
|
ToWorldCoordinates(dest, actor.getCell()->getCell());
|
|
|
|
@ -808,7 +814,7 @@ namespace MWMechanics
|
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|
|
|
actor.getClass().adjustPosition(actor, false);
|
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|
|
|
|
|
|
|
|
// may have changed cell
|
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|
|
|
mPopulateAvailableNodes = true;
|
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|
|
|
storage.mPopulateAvailableNodes = true;
|
|
|
|
|
}
|
|
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|
|
|
|
|
|
|
int AiWander::OffsetToPreventOvercrowding()
|
|
|
|
@ -823,7 +829,7 @@ namespace MWMechanics
|
|
|
|
|
pathgrid = MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*cell);
|
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|
|
|
const MWWorld::CellStore* cellStore = actor.getCell();
|
|
|
|
|
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|
|
|
mAllowedNodes.clear();
|
|
|
|
|
storage.mAllowedNodes.clear();
|
|
|
|
|
|
|
|
|
|
// If there is no path this actor doesn't go anywhere. See:
|
|
|
|
|
// https://forum.openmw.org/viewtopic.php?t=1556
|
|
|
|
@ -856,40 +862,40 @@ namespace MWMechanics
|
|
|
|
|
if((npcPos - nodePos).length2() <= mDistance * mDistance &&
|
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|
|
|
cellStore->isPointConnected(closestPointIndex, counter))
|
|
|
|
|
{
|
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|
|
|
mAllowedNodes.push_back(pathgrid->mPoints[counter]);
|
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|
|
|
storage.mAllowedNodes.push_back(pathgrid->mPoints[counter]);
|
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|
|
|
pointIndex = counter;
|
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|
|
|
}
|
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|
|
|
}
|
|
|
|
|
if (mAllowedNodes.size() == 1)
|
|
|
|
|
if (storage.mAllowedNodes.size() == 1)
|
|
|
|
|
{
|
|
|
|
|
AddNonPathGridAllowedPoints(npcPos, pathgrid, pointIndex);
|
|
|
|
|
AddNonPathGridAllowedPoints(npcPos, pathgrid, pointIndex, storage);
|
|
|
|
|
}
|
|
|
|
|
if(!mAllowedNodes.empty())
|
|
|
|
|
if(!storage.mAllowedNodes.empty())
|
|
|
|
|
{
|
|
|
|
|
SetCurrentNodeToClosestAllowedNode(npcPos);
|
|
|
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SetCurrentNodeToClosestAllowedNode(npcPos, storage);
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}
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}
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mPopulateAvailableNodes = false;
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storage.mPopulateAvailableNodes = false;
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}
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// When only one path grid point in wander distance,
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// additional points for NPC to wander to are:
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// 1. NPC's initial location
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// 2. Partway along the path between the point and its connected points.
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void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex)
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void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex, AiWanderStorage& storage)
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{
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mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos));
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storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos));
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for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
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{
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if (it->mV0 == pointIndex)
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{
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AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1]);
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AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1], storage);
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}
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}
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}
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void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end)
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void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage)
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{
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osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start);
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osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart;
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@ -901,16 +907,16 @@ namespace MWMechanics
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// must not travel longer than distance between waypoints or NPC goes past waypoint
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distance = std::min(distance, static_cast<int>(length));
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delta *= distance;
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mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta));
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storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta));
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}
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void AiWander::SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos)
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void AiWander::SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos, AiWanderStorage& storage)
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{
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float distanceToClosestNode = std::numeric_limits<float>::max();
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unsigned int index = 0;
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for (unsigned int counterThree = 0; counterThree < mAllowedNodes.size(); counterThree++)
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for (unsigned int counterThree = 0; counterThree < storage.mAllowedNodes.size(); counterThree++)
|
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{
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osg::Vec3f nodePos(PathFinder::MakeOsgVec3(mAllowedNodes[counterThree]));
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osg::Vec3f nodePos(PathFinder::MakeOsgVec3(storage.mAllowedNodes[counterThree]));
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float tempDist = (npcPos - nodePos).length2();
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if (tempDist < distanceToClosestNode)
|
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{
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@ -918,8 +924,8 @@ namespace MWMechanics
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distanceToClosestNode = tempDist;
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}
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}
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mCurrentNode = mAllowedNodes[index];
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mAllowedNodes.erase(mAllowedNodes.begin() + index);
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storage.mCurrentNode = storage.mAllowedNodes[index];
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storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + index);
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}
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void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
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