AiFollow: target has to be seen in order to start following (Fixes #1637)

pull/396/head
scrawl 10 years ago
parent 109a3f78a1
commit e0c6f84546

@ -13,39 +13,51 @@
#include "movement.hpp"
#include <OgreMath.h>
#include <OgreVector3.h>
#include "steering.hpp"
int MWMechanics::AiFollow::mFollowIndexCounter = 0;
namespace MWMechanics
{
struct AiFollowStorage : AiTemporaryBase
{
float mTimer;
AiFollowStorage() : mTimer(0.f) {}
};
MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
int AiFollow::mFollowIndexCounter = 0;
AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mActorRefId(actorId), mCellId(""), mActorId(-1), mFollowIndex(mFollowIndexCounter++)
, mActorRefId(actorId), mCellId(""), mActorId(-1), mFollowIndex(mFollowIndexCounter++), mActive(false)
{
}
MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mActorRefId(actorId), mCellId(cellId), mActorId(-1), mFollowIndex(mFollowIndexCounter++)
, mActorRefId(actorId), mCellId(cellId), mActorId(-1), mFollowIndex(mFollowIndexCounter++), mActive(false)
{
}
MWMechanics::AiFollow::AiFollow(const std::string &actorId, bool commanded)
AiFollow::AiFollow(const std::string &actorId, bool commanded)
: mAlwaysFollow(true), mCommanded(commanded), mRemainingDuration(0), mX(0), mY(0), mZ(0)
, mActorRefId(actorId), mCellId(""), mActorId(-1), mFollowIndex(mFollowIndexCounter++)
, mActorRefId(actorId), mCellId(""), mActorId(-1), mFollowIndex(mFollowIndexCounter++), mActive(false)
{
}
MWMechanics::AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
: mAlwaysFollow(follow->mAlwaysFollow), mRemainingDuration(follow->mRemainingDuration)
, mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ)
, mActorRefId(follow->mTargetId), mActorId(-1), mCellId(follow->mCellId)
, mCommanded(follow->mCommanded), mFollowIndex(mFollowIndexCounter++)
, mCommanded(follow->mCommanded), mFollowIndex(mFollowIndexCounter++), mActive(follow->mActive)
{
}
bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor, AiState& state, float duration)
bool AiFollow::execute (const MWWorld::Ptr& actor, AiState& state, float duration)
{
MWWorld::Ptr target = getTarget();
@ -56,6 +68,24 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor, AiState& state,
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
// AiFollow requires the target to be in range and within sight for the initial activation
if (!mActive)
{
AiFollowStorage& storage = state.get<AiFollowStorage>();
storage.mTimer -= duration;
if (storage.mTimer < 0)
{
if (Ogre::Vector3(actor.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(target.getRefData().getPosition().pos))
< 500*500
&& MWBase::Environment::get().getWorld()->getLOS(actor, target))
mActive = true;
storage.mTimer = 0.5f;
}
}
if (!mActive)
return false;
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
float followDistance = 180;
@ -101,8 +131,16 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor, AiState& state,
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < followDistance) //Stop when you get close
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
else {
// turn towards target anyway
float directionX = target.getRefData().getPosition().pos[0] - actor.getRefData().getPosition().pos[0];
float directionY = target.getRefData().getPosition().pos[1] - actor.getRefData().getPosition().pos[1];
zTurn(actor, Ogre::Math::ATan2(directionX,directionY), Ogre::Degree(5));
}
else
{
pathTo(actor, dest, duration); //Go to the destination
}
@ -115,27 +153,27 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor, AiState& state,
return false;
}
std::string MWMechanics::AiFollow::getFollowedActor()
std::string AiFollow::getFollowedActor()
{
return mActorRefId;
}
MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const
AiFollow *MWMechanics::AiFollow::clone() const
{
return new AiFollow(*this);
}
int MWMechanics::AiFollow::getTypeId() const
int AiFollow::getTypeId() const
{
return TypeIdFollow;
}
bool MWMechanics::AiFollow::isCommanded() const
bool AiFollow::isCommanded() const
{
return mCommanded;
}
void MWMechanics::AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiFollow> follow(new ESM::AiSequence::AiFollow());
follow->mData.mX = mX;
@ -146,6 +184,7 @@ void MWMechanics::AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) co
follow->mCellId = mCellId;
follow->mAlwaysFollow = mAlwaysFollow;
follow->mCommanded = mCommanded;
follow->mActive = mActive;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Follow;
@ -153,7 +192,7 @@ void MWMechanics::AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) co
sequence.mPackages.push_back(package);
}
MWWorld::Ptr MWMechanics::AiFollow::getTarget()
MWWorld::Ptr AiFollow::getTarget()
{
if (mActorId == -2)
return MWWorld::Ptr();
@ -176,7 +215,9 @@ MWWorld::Ptr MWMechanics::AiFollow::getTarget()
return MWWorld::Ptr();
}
int MWMechanics::AiFollow::getFollowIndex() const
int AiFollow::getFollowIndex() const
{
return mFollowIndex;
}
}

@ -60,6 +60,7 @@ namespace MWMechanics
std::string mActorRefId;
int mActorId;
std::string mCellId;
bool mActive; // have we spotted the target?
int mFollowIndex;
static int mFollowIndexCounter;

@ -60,6 +60,8 @@ namespace AiSequence
esm.getHNT (mAlwaysFollow, "ALWY");
mCommanded = false;
esm.getHNOT (mCommanded, "CMND");
mActive = false;
esm.getHNOT (mActive, "ACTV");
}
void AiFollow::save(ESMWriter &esm) const
@ -71,6 +73,8 @@ namespace AiSequence
esm.writeHNString ("CELL", mCellId);
esm.writeHNT ("ALWY", mAlwaysFollow);
esm.writeHNT ("CMND", mCommanded);
if (mActive)
esm.writeHNT("ACTV", mActive);
}
void AiActivate::load(ESMReader &esm)

@ -98,6 +98,8 @@ namespace ESM
bool mAlwaysFollow;
bool mCommanded;
bool mActive;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;
};

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