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openmw/apps/openmw/mwmechanics/actors.cpp

2407 lines
102 KiB
C++

#include "actors.hpp"
#include <array>
#include <optional>
#include <components/esm3/esmreader.hpp>
#include <components/esm3/esmwriter.hpp>
#include <components/debug/debuglog.hpp>
#include <components/misc/mathutil.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/misc/rng.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/settings/values.hpp>
#include <components/esm3/loadcrea.hpp>
#include <components/esm3/loadgmst.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadstat.hpp>
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/datetimemanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/scene.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/luamanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/aibreathe.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwsound/constants.hpp"
#include "actor.hpp"
#include "actorutil.hpp"
#include "aicombataction.hpp"
#include "aifollow.hpp"
#include "aipursue.hpp"
#include "aiwander.hpp"
#include "character.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "npcstats.hpp"
#include "steering.hpp"
#include "summoning.hpp"
namespace
{
bool isConscious(const MWWorld::Ptr& ptr)
{
const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
return !stats.isDead() && !stats.getKnockedDown();
}
bool isCommanded(const MWWorld::Ptr& actor)
{
const auto& actorClass = actor.getClass();
const auto& stats = actorClass.getCreatureStats(actor);
const bool isActorNpc = actorClass.isNpc();
const auto level = stats.getLevel();
for (const auto& params : stats.getActiveSpells())
{
for (const auto& effect : params.getEffects())
{
if (((effect.mEffectId == ESM::MagicEffect::CommandHumanoid && isActorNpc)
|| (effect.mEffectId == ESM::MagicEffect::CommandCreature && !isActorNpc))
&& effect.mMagnitude >= level)
return true;
}
}
return false;
}
// Check for command effects having ended and remove package if necessary
void adjustCommandedActor(const MWWorld::Ptr& actor)
{
if (isCommanded(actor))
return;
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
stats.getAiSequence().erasePackageIf([](auto& entry) {
if (entry->getTypeId() == MWMechanics::AiPackageTypeId::Follow
&& static_cast<const MWMechanics::AiFollow*>(entry.get())->isCommanded())
{
return true;
}
return false;
});
}
std::pair<float, float> getRestorationPerHourOfSleep(const MWWorld::Ptr& ptr)
{
const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
const MWWorld::Store<ESM::GameSetting>& settings
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
const float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified();
const float health = 0.1f * endurance;
static const float fRestMagicMult = settings.find("fRestMagicMult")->mValue.getFloat();
const float magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified();
return { health, magicka };
}
template <class T>
void forEachFollowingPackage(
const std::list<MWMechanics::Actor>& actors, const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& player, T&& func)
{
for (const MWMechanics::Actor& actor : actors)
{
const MWWorld::Ptr& iteratedActor = actor.getPtr();
if (iteratedActor == player || iteratedActor == actorPtr)
continue;
const MWMechanics::CreatureStats& stats = iteratedActor.getClass().getCreatureStats(iteratedActor);
if (stats.isDead())
continue;
// An actor counts as following if AiFollow is the current AiPackage,
// or there are only Combat and Wander packages before the AiFollow package
for (const auto& package : stats.getAiSequence())
{
if (!func(actor, package))
break;
}
}
}
float getStuntedMagickaDuration(const MWWorld::Ptr& actor)
{
float remainingTime = 0.f;
for (const auto& params : actor.getClass().getCreatureStats(actor).getActiveSpells())
{
for (const auto& effect : params.getEffects())
{
if (effect.mEffectId == ESM::MagicEffect::StuntedMagicka)
{
if (effect.mDuration == -1.f)
return -1.f;
remainingTime = std::max(remainingTime, effect.mTimeLeft);
}
}
}
return remainingTime;
}
void soulTrap(const MWWorld::Ptr& creature)
{
const auto& stats = creature.getClass().getCreatureStats(creature);
if (!stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Soultrap).getMagnitude())
return;
const int creatureSoulValue = creature.get<ESM::Creature>()->mBase->mData.mSoul;
if (creatureSoulValue == 0)
return;
MWBase::World* const world = MWBase::Environment::get().getWorld();
static const float fSoulgemMult
= world->getStore().get<ESM::GameSetting>().find("fSoulgemMult")->mValue.getFloat();
for (const auto& params : stats.getActiveSpells())
{
for (const auto& effect : params.getEffects())
{
if (effect.mEffectId != ESM::MagicEffect::Soultrap || effect.mMagnitude <= 0.f)
continue;
MWWorld::Ptr caster = world->searchPtrViaActorId(params.getCasterActorId());
if (caster.isEmpty() || !caster.getClass().isActor())
continue;
// Use the smallest soulgem that is large enough to hold the soul
MWWorld::ContainerStore& container = caster.getClass().getContainerStore(caster);
MWWorld::ContainerStoreIterator gem = container.end();
float gemCapacity = std::numeric_limits<float>::max();
for (auto it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous); it != container.end();
++it)
{
if (it->getClass().isSoulGem(*it))
{
float thisGemCapacity = it->get<ESM::Miscellaneous>()->mBase->mData.mValue * fSoulgemMult;
if (thisGemCapacity >= creatureSoulValue && thisGemCapacity < gemCapacity
&& it->getCellRef().getSoul().empty())
{
gem = it;
gemCapacity = thisGemCapacity;
}
}
}
if (gem == container.end())
continue;
// Set the soul on just one of the gems, not the whole stack
gem->getContainerStore()->unstack(*gem);
gem->getCellRef().setSoul(creature.getCellRef().getRefId());
// Restack the gem with other gems with the same soul
gem->getContainerStore()->restack(*gem);
if (caster == MWMechanics::getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sSoultrapSuccess}");
const ESM::Static* const fx
= world->getStore().get<ESM::Static>().search(ESM::RefId::stringRefId("VFX_Soul_Trap"));
if (fx != nullptr)
world->spawnEffect(Misc::ResourceHelpers::correctMeshPath(fx->mModel), "",
creature.getRefData().getPosition().asVec3());
MWBase::Environment::get().getSoundManager()->playSound3D(
creature.getRefData().getPosition().asVec3(), ESM::RefId::stringRefId("conjuration hit"), 1.f, 1.f);
return; // remove to get vanilla behaviour
}
}
}
void removeTemporaryEffects(const MWWorld::Ptr& ptr)
{
ptr.getClass().getCreatureStats(ptr).getActiveSpells().unloadActor(ptr);
}
}
namespace MWMechanics
{
static constexpr int GREETING_SHOULD_START = 4; // how many updates should pass before NPC can greet player
static constexpr int GREETING_SHOULD_END = 20; // how many updates should pass before NPC stops turning to player
static constexpr int GREETING_COOLDOWN = 40; // how many updates should pass before NPC can continue movement
static constexpr float DECELERATE_DISTANCE = 512.f;
namespace
{
float getTimeToDestination(const AiPackage& package, const osg::Vec3f& position, float speed, float duration,
const osg::Vec3f& halfExtents)
{
const auto distanceToNextPathPoint
= (package.getNextPathPoint(package.getDestination()) - position).length();
return (distanceToNextPathPoint - package.getNextPathPointTolerance(speed, duration, halfExtents)) / speed;
}
void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, bool inCombatOrPursue)
{
const auto& actorRefData = actor.getRefData();
if (!actorRefData.getBaseNode())
return;
if (targetActor.getClass().getCreatureStats(targetActor).isDead())
return;
if (isTargetMagicallyHidden(targetActor))
return;
static const float fMaxHeadTrackDistance = MWBase::Environment::get()
.getESMStore()
->get<ESM::GameSetting>()
.find("fMaxHeadTrackDistance")
->mValue.getFloat();
static const float fInteriorHeadTrackMult = MWBase::Environment::get()
.getESMStore()
->get<ESM::GameSetting>()
.find("fInteriorHeadTrackMult")
->mValue.getFloat();
float maxDistance = fMaxHeadTrackDistance;
auto currentCell = actor.getCell()->getCell();
if (!currentCell->isExterior() && !(currentCell->isQuasiExterior()))
maxDistance *= fInteriorHeadTrackMult;
const osg::Vec3f actor1Pos(actorRefData.getPosition().asVec3());
const osg::Vec3f actor2Pos(targetActor.getRefData().getPosition().asVec3());
const float sqrDist = (actor1Pos - actor2Pos).length2();
if (sqrDist > std::min(maxDistance * maxDistance, sqrHeadTrackDistance) && !inCombatOrPursue)
return;
// stop tracking when target is behind the actor
osg::Vec3f actorDirection = actorRefData.getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0);
osg::Vec3f targetDirection(actor2Pos - actor1Pos);
actorDirection.z() = 0;
targetDirection.z() = 0;
if ((actorDirection * targetDirection > 0 || inCombatOrPursue)
// check LOS and awareness last as it's the most expensive function
&& MWBase::Environment::get().getWorld()->getLOS(actor, targetActor)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor))
{
sqrHeadTrackDistance = sqrDist;
headTrackTarget = targetActor;
}
}
void updateHeadTracking(
const MWWorld::Ptr& ptr, const std::list<Actor>& actors, bool isPlayer, CharacterController& ctrl)
{
float sqrHeadTrackDistance = std::numeric_limits<float>::max();
MWWorld::Ptr headTrackTarget;
const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
const bool firstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson();
// 1. Unconsious actor can not track target
// 2. Actors in combat and pursue mode do not bother to headtrack anyone except their target
// 3. Player character does not use headtracking in the 1st-person view
if (!stats.getKnockedDown() && !firstPersonPlayer)
{
bool inCombatOrPursue = stats.getAiSequence().isInCombat() || stats.getAiSequence().isInPursuit();
if (inCombatOrPursue)
{
auto activePackageTarget = stats.getAiSequence().getActivePackage().getTarget();
if (!activePackageTarget.isEmpty())
{
// Track the specified target of package.
updateHeadTracking(
ptr, activePackageTarget, headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue);
}
}
else
{
// Find something nearby.
for (const Actor& otherActor : actors)
{
if (otherActor.getPtr() == ptr)
continue;
updateHeadTracking(
ptr, otherActor.getPtr(), headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue);
}
}
}
ctrl.setHeadTrackTarget(headTrackTarget);
}
void updateLuaControls(const MWWorld::Ptr& ptr, bool isPlayer, MWBase::LuaManager::ActorControls& controls)
{
Movement& mov = ptr.getClass().getMovementSettings(ptr);
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
const float speedFactor = isPlayer ? 1.f : mov.mSpeedFactor;
const osg::Vec2f movement = osg::Vec2f(mov.mPosition[0], mov.mPosition[1]) * speedFactor;
const float rotationX = mov.mRotation[0];
const float rotationZ = mov.mRotation[2];
const bool jump = mov.mPosition[2] == 1;
const bool runFlag = stats.getMovementFlag(MWMechanics::CreatureStats::Flag_Run);
const bool sneakFlag = stats.getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak);
const bool attackingOrSpell = stats.getAttackingOrSpell();
if (controls.mChanged)
{
mov.mPosition[0] = controls.mSideMovement;
mov.mPosition[1] = controls.mMovement;
if (controls.mJump)
mov.mPosition[2] = 1;
mov.mRotation[0] = controls.mPitchChange;
mov.mRotation[1] = 0;
mov.mRotation[2] = controls.mYawChange;
mov.mSpeedFactor = osg::Vec2(controls.mMovement, controls.mSideMovement).length();
stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Run, controls.mRun);
stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, controls.mSneak);
stats.setAttackingOrSpell((controls.mUse & 1) == 1);
controls.mChanged = false;
}
// For the player we don't need to copy these values to Lua because mwinput doesn't change them.
// All handling of these player controls was moved from C++ to a built-in Lua script.
if (!isPlayer)
{
controls.mSideMovement = movement.x();
controls.mMovement = movement.y();
controls.mJump = jump;
controls.mRun = runFlag;
controls.mSneak = sneakFlag;
controls.mUse = attackingOrSpell ? controls.mUse | 1 : controls.mUse & ~1;
}
// For the player these controls are still handled by mwinput, so we need to update the values.
controls.mPitchChange = rotationX;
controls.mYawChange = rotationZ;
}
}
void Actors::updateActor(const MWWorld::Ptr& ptr, float duration) const
{
// magic effects
adjustMagicEffects(ptr, duration);
// fatigue restoration
calculateRestoration(ptr, duration);
}
void Actors::playIdleDialogue(const MWWorld::Ptr& actor) const
{
if (!actor.getClass().isActor() || actor == getPlayer()
|| MWBase::Environment::get().getSoundManager()->sayActive(actor))
return;
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.getAiSetting(AiSetting::Hello).getModified() == 0)
return;
const MWMechanics::AiSequence& seq = stats.getAiSequence();
if (seq.isInCombat() || seq.hasPackage(AiPackageTypeId::Follow) || seq.hasPackage(AiPackageTypeId::Escort))
return;
const osg::Vec3f playerPos(getPlayer().getRefData().getPosition().asVec3());
const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
MWBase::World* const world = MWBase::Environment::get().getWorld();
if (world->isSwimming(actor) || (playerPos - actorPos).length2() >= 3000 * 3000)
return;
// Our implementation is not FPS-dependent unlike Morrowind's so it needs to be recalibrated.
// We chose to use the chance MW would have when run at 60 FPS with the default value of the GMST.
const float delta = MWBase::Environment::get().getFrameDuration() * 6.f;
static const float fVoiceIdleOdds
= world->getStore().get<ESM::GameSetting>().find("fVoiceIdleOdds")->mValue.getFloat();
if (Misc::Rng::rollProbability(world->getPrng()) * 10000.f < fVoiceIdleOdds * delta
&& world->getLOS(getPlayer(), actor))
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("idle"));
}
void Actors::updateMovementSpeed(const MWWorld::Ptr& actor) const
{
if (Settings::game().mSmoothMovement)
return;
const auto& actorClass = actor.getClass();
const CreatureStats& stats = actorClass.getCreatureStats(actor);
const MWMechanics::AiSequence& seq = stats.getAiSequence();
if (!seq.isEmpty() && seq.getActivePackage().useVariableSpeed())
{
const osg::Vec3f targetPos = seq.getActivePackage().getDestination();
const osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3();
const float distance = (targetPos - actorPos).length();
if (distance < DECELERATE_DISTANCE)
{
const float speedCoef = std::max(0.7f, 0.2f + 0.8f * distance / DECELERATE_DISTANCE);
auto& movement = actorClass.getMovementSettings(actor);
movement.mPosition[0] *= speedCoef;
movement.mPosition[1] *= speedCoef;
}
}
}
void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly)
{
const auto& actorClass = actor.getClass();
if (!actorClass.isActor() || actor == getPlayer())
return;
const CreatureStats& actorStats = actorClass.getCreatureStats(actor);
const MWMechanics::AiSequence& seq = actorStats.getAiSequence();
const auto packageId = seq.getTypeId();
if (seq.isInCombat() || MWBase::Environment::get().getWorld()->isSwimming(actor)
|| (packageId != AiPackageTypeId::Wander && packageId != AiPackageTypeId::Travel
&& packageId != AiPackageTypeId::None))
{
actorState.setTurningToPlayer(false);
actorState.setGreetingTimer(0);
actorState.setGreetingState(Greet_None);
return;
}
const MWWorld::Ptr player = getPlayer();
const osg::Vec3f playerPos(player.getRefData().getPosition().asVec3());
const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
const osg::Vec3f dir = playerPos - actorPos;
if (actorState.isTurningToPlayer())
{
// Reduce the turning animation glitch by using a *HUGE* value of
// epsilon... TODO: a proper fix might be in either the physics or the
// animation subsystem
if (zTurn(actor, actorState.getAngleToPlayer(), osg::DegreesToRadians(5.f)))
{
actorState.setTurningToPlayer(false);
// An original engine launches an endless idle2 when an actor greets player.
playAnimationGroup(actor, "idle2", 0, std::numeric_limits<int>::max(), false);
}
}
if (turnOnly)
return;
// Play a random voice greeting if the player gets too close
static const int iGreetDistanceMultiplier = MWBase::Environment::get()
.getESMStore()
->get<ESM::GameSetting>()
.find("iGreetDistanceMultiplier")
->mValue.getInteger();
const float helloDistance
= static_cast<float>(actorStats.getAiSetting(AiSetting::Hello).getModified() * iGreetDistanceMultiplier);
const auto& playerStats = player.getClass().getCreatureStats(player);
int greetingTimer = actorState.getGreetingTimer();
GreetingState greetingState = actorState.getGreetingState();
if (greetingState == Greet_None)
{
if ((playerPos - actorPos).length2() <= helloDistance * helloDistance && !playerStats.isDead()
&& !actorStats.isParalyzed() && !isTargetMagicallyHidden(player)
&& MWBase::Environment::get().getWorld()->getLOS(player, actor)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, actor))
greetingTimer++;
if (greetingTimer >= GREETING_SHOULD_START)
{
greetingState = Greet_InProgress;
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("hello"));
greetingTimer = 0;
}
}
if (greetingState == Greet_InProgress)
{
greetingTimer++;
if (!actorStats.getMovementFlag(CreatureStats::Flag_ForceJump)
&& !actorStats.getMovementFlag(CreatureStats::Flag_ForceSneak)
&& (greetingTimer <= GREETING_SHOULD_END
|| MWBase::Environment::get().getSoundManager()->sayActive(actor)))
turnActorToFacePlayer(actor, actorState, dir);
if (greetingTimer >= GREETING_COOLDOWN)
{
greetingState = Greet_Done;
greetingTimer = 0;
}
}
if (greetingState == Greet_Done)
{
float resetDist = 2 * helloDistance;
if ((playerPos - actorPos).length2() >= resetDist * resetDist)
greetingState = Greet_None;
}
actorState.setGreetingTimer(greetingTimer);
actorState.setGreetingState(greetingState);
}
void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) const
{
auto& movementSettings = actor.getClass().getMovementSettings(actor);
movementSettings.mPosition[1] = 0;
movementSettings.mPosition[0] = 0;
if (!actorState.isTurningToPlayer())
{
float from = dir.x();
float to = dir.y();
float angle = std::atan2(from, to);
actorState.setAngleToPlayer(angle);
float deltaAngle = Misc::normalizeAngle(angle - actor.getRefData().getPosition().rot[2]);
if (!Settings::game().mSmoothMovement || std::abs(deltaAngle) > osg::DegreesToRadians(60.f))
actorState.setTurningToPlayer(true);
}
}
void Actors::stopCombat(const MWWorld::Ptr& ptr) const
{
auto& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence();
std::vector<MWWorld::Ptr> targets;
if (ai.getCombatTargets(targets))
{
std::set<MWWorld::Ptr> allySet;
getActorsSidingWith(ptr, allySet);
std::vector<MWWorld::Ptr> allies(allySet.begin(), allySet.end());
for (const auto& ally : allies)
ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(targets);
for (const auto& target : targets)
target.getClass().getCreatureStats(target).getAiSequence().stopCombat(allies);
}
}
void Actors::engageCombat(
const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, SidingCache& cachedAllies, bool againstPlayer) const
{
// No combat for totally static creatures
if (!actor1.getClass().isMobile(actor1))
return;
CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1);
if (creatureStats1.isDead() || creatureStats1.getAiSequence().isInCombat(actor2))
return;
const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2);
if (creatureStats2.isDead())
return;
const osg::Vec3f actor1Pos(actor1.getRefData().getPosition().asVec3());
const osg::Vec3f actor2Pos(actor2.getRefData().getPosition().asVec3());
const float sqrDist = (actor1Pos - actor2Pos).length2();
const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
if (sqrDist > actorsProcessingRange * actorsProcessingRange)
return;
// If this is set to true, actor1 will start combat with actor2 if the awareness check at the end of the method
// returns true
bool aggressive = false;
// Get actors allied with actor1. Includes those following or escorting actor1, actors following or escorting
// those actors, (recursive) and any actor currently being followed or escorted by actor1
const std::set<MWWorld::Ptr>& allies1 = cachedAllies.getActorsSidingWith(actor1);
const auto mechanicsManager = MWBase::Environment::get().getMechanicsManager();
// If an ally of actor1 has been attacked by actor2 or has attacked actor2, start combat between actor1 and
// actor2
for (const MWWorld::Ptr& ally : allies1)
{
if (creatureStats1.getAiSequence().isInCombat(ally))
continue;
if (creatureStats2.matchesActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId()))
{
mechanicsManager->startCombat(actor1, actor2, &cachedAllies.getActorsSidingWith(actor2));
// Also set the same hit attempt actor. Otherwise, if fighting the player, they may stop combat
// if the player gets out of reach, while the ally would continue combat with the player
creatureStats1.setHitAttemptActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId());
return;
}
// If there's been no attack attempt yet but an ally of actor1 is in combat with actor2, become aggressive
// to actor2
if (ally.getClass().getCreatureStats(ally).getAiSequence().isInCombat(actor2))
aggressive = true;
}
MWWorld::Ptr player = MWMechanics::getPlayer();
const std::set<MWWorld::Ptr>& playerAllies = cachedAllies.getActorsSidingWith(player);
bool isPlayerFollowerOrEscorter = playerAllies.find(actor1) != playerAllies.end();
// If actor2 and at least one actor2 are in combat with actor1, actor1 and its allies start combat with them
// Doesn't apply for player followers/escorters
if (!aggressive && !isPlayerFollowerOrEscorter)
{
// Check that actor2 is in combat with actor1
if (creatureStats2.getAiSequence().isInCombat(actor1))
{
const std::set<MWWorld::Ptr>& allies2 = cachedAllies.getActorsSidingWith(actor2);
// Check that an ally of actor2 is also in combat with actor1
for (const MWWorld::Ptr& ally2 : allies2)
{
if (ally2 != actor2 && ally2.getClass().getCreatureStats(ally2).getAiSequence().isInCombat(actor1))
{
mechanicsManager->startCombat(actor1, actor2, &allies2);
// Also have actor1's allies start combat
for (const MWWorld::Ptr& ally1 : allies1)
if (ally1 != player)
mechanicsManager->startCombat(ally1, actor2, &allies2);
return;
}
}
}
}
if (creatureStats2.getMagicEffects().getOrDefault(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
return;
// Stop here if target is unreachable
if (!canFight(actor1, actor2))
return;
// If set in the settings file, player followers and escorters will become aggressive toward enemies in combat
// with them or the player
if (!aggressive && isPlayerFollowerOrEscorter && Settings::game().mFollowersAttackOnSight)
{
if (creatureStats2.getAiSequence().isInCombat(actor1))
aggressive = true;
else
{
for (const MWWorld::Ptr& ally : allies1)
{
if (ally != actor1 && creatureStats2.getAiSequence().isInCombat(ally))
{
aggressive = true;
break;
}
}
}
}
// Do aggression check if actor2 is the player or a player follower or escorter
if (!aggressive)
{
if (againstPlayer || playerAllies.find(actor2) != playerAllies.end())
{
// Player followers and escorters with high fight should not initiate combat with the player or with
// other player followers or escorters
if (!isPlayerFollowerOrEscorter)
aggressive = mechanicsManager->isAggressive(actor1, actor2);
}
}
// Make guards go aggressive with creatures and werewolves that are in combat
const auto world = MWBase::Environment::get().getWorld();
if (!aggressive && actor1.getClass().isClass(actor1, "Guard") && creatureStats2.getAiSequence().isInCombat())
{
// Check if the creature is too far
static const float fAlarmRadius
= world->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat();
if (sqrDist > fAlarmRadius * fAlarmRadius)
return;
bool targetIsCreature = !actor2.getClass().isNpc();
if (targetIsCreature || actor2.getClass().getNpcStats(actor2).isWerewolf())
{
bool followerOrEscorter = false;
// ...unless the creature has allies
if (targetIsCreature)
{
for (const auto& package : creatureStats2.getAiSequence())
{
// The follow package must be first or have nothing but combat before it
if (package->sideWithTarget())
{
followerOrEscorter = true;
break;
}
else if (package->getTypeId() != MWMechanics::AiPackageTypeId::Combat)
break;
}
}
// Morrowind also checks "known werewolf" flag, but the player is never in combat
// so this code is unreachable for the player
if (!followerOrEscorter)
aggressive = true;
}
}
// If any of the above conditions turned actor1 aggressive towards actor2, do an awareness check. If it passes,
// start combat with actor2.
if (aggressive)
{
bool LOS = world->getLOS(actor1, actor2) && mechanicsManager->awarenessCheck(actor2, actor1);
if (LOS)
mechanicsManager->startCombat(actor1, actor2, &cachedAllies.getActorsSidingWith(actor2));
}
}
void Actors::adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const
{
CreatureStats& creatureStats = creature.getClass().getCreatureStats(creature);
const bool wasDead = creatureStats.isDead();
creatureStats.getActiveSpells().update(creature, duration);
if (!wasDead && creatureStats.isDead())
{
// The actor was killed by a magic effect. Figure out if the player was responsible for it.
const ActiveSpells& spells = creatureStats.getActiveSpells();
const MWWorld::Ptr player = getPlayer();
std::set<MWWorld::Ptr> playerFollowers;
getActorsSidingWith(player, playerFollowers);
for (const ActiveSpells::ActiveSpellParams& spell : spells)
{
bool actorKilled = false;
MWWorld::Ptr caster
= MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.getCasterActorId());
if (caster.isEmpty())
continue;
for (const auto& effect : spell.getEffects())
{
static const std::array<int, 7> damageEffects{
ESM::MagicEffect::FireDamage,
ESM::MagicEffect::ShockDamage,
ESM::MagicEffect::FrostDamage,
ESM::MagicEffect::Poison,
ESM::MagicEffect::SunDamage,
ESM::MagicEffect::DamageHealth,
ESM::MagicEffect::AbsorbHealth,
};
const bool isDamageEffect = std::find(damageEffects.begin(), damageEffects.end(), effect.mEffectId)
!= damageEffects.end();
if (isDamageEffect)
{
if (caster.getClass().isNpc() && caster.getClass().getNpcStats(caster).isWerewolf())
caster.getClass().getNpcStats(caster).addWerewolfKill();
if (caster == player || playerFollowers.find(caster) != playerFollowers.end())
{
MWBase::Environment::get().getMechanicsManager()->actorKilled(creature, player);
actorKilled = true;
break;
}
}
}
if (actorKilled)
break;
}
}
// updateSummons assumes the actor belongs to a cell.
// This assumption isn't always valid for the player character.
if (!creature.isInCell())
return;
if (!creatureStats.getSummonedCreatureMap().empty() || !creatureStats.getSummonedCreatureGraveyard().empty())
updateSummons(creature, mTimerDisposeSummonsCorpses == 0.f);
}
void Actors::restoreDynamicStats(const MWWorld::Ptr& ptr, double hours, bool sleep) const
{
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
if (stats.isDead())
return;
const MWWorld::Store<ESM::GameSetting>& settings
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
if (sleep)
{
const auto [health, magicka] = getRestorationPerHourOfSleep(ptr);
DynamicStat<float> stat = stats.getHealth();
stat.setCurrent(stat.getCurrent() + health * hours);
stats.setHealth(stat);
double restoreHours = hours;
const bool stunted
= stats.getMagicEffects().getOrDefault(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0;
if (stunted)
{
// Stunted Magicka effect should be taken into account.
float remainingTime = getStuntedMagickaDuration(ptr);
// Take a maximum remaining duration of Stunted Magicka effects (-1 is a constant one) in game hours.
if (remainingTime > 0)
{
double timeScale = MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale();
if (timeScale == 0.0)
timeScale = 1;
restoreHours = std::max(0.0, hours - remainingTime * timeScale / 3600.f);
}
else if (remainingTime == -1)
restoreHours = 0;
}
if (restoreHours > 0)
{
stat = stats.getMagicka();
stat.setCurrent(stat.getCurrent() + magicka * restoreHours);
stats.setMagicka(stat);
}
}
// Current fatigue can be above base value due to a fortify effect.
// In that case stop here and don't try to restore.
DynamicStat<float> fatigue = stats.getFatigue();
if (fatigue.getCurrent() >= fatigue.getBase())
return;
// Restore fatigue
static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat();
static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat();
static const float fEndFatigueMult = settings.find("fEndFatigueMult")->mValue.getFloat();
const float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified();
float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr);
if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1;
const float x
= (fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance)) * (fEndFatigueMult * endurance);
fatigue.setCurrent(fatigue.getCurrent() + 3600 * x * hours);
stats.setFatigue(fatigue);
}
void Actors::calculateRestoration(const MWWorld::Ptr& ptr, float duration) const
{
if (ptr.getClass().getCreatureStats(ptr).isDead())
return;
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
// Current fatigue can be above base value due to a fortify effect.
// In that case stop here and don't try to restore.
DynamicStat<float> fatigue = stats.getFatigue();
if (fatigue.getCurrent() >= fatigue.getBase())
return;
// Restore fatigue
const float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified();
const MWWorld::Store<ESM::GameSetting>& settings
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat();
static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat();
const float x = fFatigueReturnBase + fFatigueReturnMult * endurance;
fatigue.setCurrent(fatigue.getCurrent() + duration * x);
stats.setFatigue(fatigue);
}
bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return false;
return it->second->getCharacterController().isAttackPreparing();
}
bool Actors::isRunning(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return false;
return it->second->getCharacterController().isRunning();
}
bool Actors::isSneaking(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return false;
return it->second->getCharacterController().isSneaking();
}
static void updateDrowning(const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer)
{
const auto& actorClass = ptr.getClass();
NpcStats& stats = actorClass.getNpcStats(ptr);
// When npc stats are just initialized, mTimeToStartDrowning == -1 and we should get value from GMST
static const float fHoldBreathTime = MWBase::Environment::get()
.getESMStore()
->get<ESM::GameSetting>()
.find("fHoldBreathTime")
->mValue.getFloat();
if (stats.getTimeToStartDrowning() == -1.f)
stats.setTimeToStartDrowning(fHoldBreathTime);
if (!isPlayer && stats.getTimeToStartDrowning() < fHoldBreathTime / 2)
{
AiSequence& seq = actorClass.getCreatureStats(ptr).getAiSequence();
if (seq.getTypeId() != AiPackageTypeId::Breathe) // Only add it once
seq.stack(AiBreathe(), ptr);
}
const MWBase::World* const world = MWBase::Environment::get().getWorld();
const bool knockedOutUnderwater
= (isKnockedOut && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3())));
if ((world->isSubmerged(ptr) || knockedOutUnderwater)
&& stats.getMagicEffects().getOrDefault(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0)
{
float timeLeft = 0.0f;
if (knockedOutUnderwater)
stats.setTimeToStartDrowning(0);
else
{
timeLeft = stats.getTimeToStartDrowning() - duration;
if (timeLeft < 0.0f)
timeLeft = 0.0f;
stats.setTimeToStartDrowning(timeLeft);
}
const bool godmode = isPlayer && world->getGodModeState();
if (timeLeft == 0.0f && !godmode)
{
// If drowning, apply 3 points of damage per second
static const float fSuffocationDamage
= world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->mValue.getFloat();
DynamicStat<float> health = stats.getHealth();
health.setCurrent(health.getCurrent() - fSuffocationDamage * duration);
stats.setHealth(health);
// Play a drowning sound
MWBase::SoundManager* sndmgr = MWBase::Environment::get().getSoundManager();
auto soundDrown = ESM::RefId::stringRefId("drown");
if (!sndmgr->getSoundPlaying(ptr, soundDrown))
sndmgr->playSound3D(ptr, soundDrown, 1.0f, 1.0f);
if (isPlayer)
MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
}
}
else
stats.setTimeToStartDrowning(fHoldBreathTime);
}
static void updateEquippedLight(const MWWorld::Ptr& ptr, float duration, bool mayEquip)
{
const bool isPlayer = (ptr == getPlayer());
const auto& actorClass = ptr.getClass();
auto& inventoryStore = actorClass.getInventoryStore(ptr);
auto heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
/**
* Automatically equip NPCs torches at night and unequip them at day
*/
if (!isPlayer)
{
auto torchIter = std::find_if(std::begin(inventoryStore), std::end(inventoryStore), [&](auto entry) {
return entry.getType() == ESM::Light::sRecordId && entry.getClass().canBeEquipped(entry, ptr).first;
});
if (mayEquip)
{
if (torchIter != inventoryStore.end())
{
if (!actorClass.getCreatureStats(ptr).getAiSequence().isInCombat())
{
// For non-hostile NPCs, unequip whatever is in the left slot in favor of a light.
if (heldIter != inventoryStore.end() && heldIter->getType() != ESM::Light::sRecordId)
inventoryStore.unequipItem(*heldIter);
}
else if (heldIter == inventoryStore.end() || heldIter->getType() == ESM::Light::sRecordId)
{
// For hostile NPCs, see if they have anything better to equip first
auto shield = inventoryStore.getPreferredShield();
if (shield != inventoryStore.end())
inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, shield);
}
heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
// If we have a torch and can equip it, then equip it now.
if (heldIter == inventoryStore.end())
{
inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torchIter);
}
}
}
else
{
if (heldIter != inventoryStore.end() && heldIter->getType() == ESM::Light::sRecordId)
{
// At day, unequip lights and auto equip shields or other suitable items
// (Note: autoEquip will ignore lights)
inventoryStore.autoEquip();
}
}
}
heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
// If holding a light...
const auto world = MWBase::Environment::get().getWorld();
MWRender::Animation* anim = world->getAnimation(ptr);
if (heldIter.getType() == MWWorld::ContainerStore::Type_Light && anim && anim->getCarriedLeftShown())
{
// Use time from the player's light
if (isPlayer)
{
float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter);
// -1 is infinite light source. Other negative values are treated as 0.
if (timeRemaining != -1.0f)
{
timeRemaining -= duration;
if (timeRemaining <= 0.f)
{
inventoryStore.remove(*heldIter, 1); // remove it
return;
}
heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining);
}
}
// Both NPC and player lights extinguish in water.
if (world->isSwimming(ptr))
{
inventoryStore.remove(*heldIter, 1); // remove it
// ...But, only the player makes a sound.
if (isPlayer)
MWBase::Environment::get().getSoundManager()->playSound(
ESM::RefId::stringRefId("torch out"), 1.0, 1.0, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
}
}
}
void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration, SidingCache& cachedAllies) const
{
const MWWorld::Ptr player = getPlayer();
if (ptr == player)
return;
const auto& actorClass = ptr.getClass();
if (!actorClass.isNpc())
return;
// get stats of witness
CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr);
NpcStats& npcStats = ptr.getClass().getNpcStats(ptr);
const auto& playerClass = player.getClass();
const auto& playerStats = playerClass.getNpcStats(player);
if (playerStats.isWerewolf())
return;
const auto mechanicsManager = MWBase::Environment::get().getMechanicsManager();
const auto world = MWBase::Environment::get().getWorld();
if (actorClass.isClass(ptr, "Guard") && !creatureStats.getAiSequence().isInPursuit()
&& !creatureStats.getAiSequence().isInCombat()
&& creatureStats.getMagicEffects().getOrDefault(ESM::MagicEffect::CalmHumanoid).getMagnitude() == 0)
{
const MWWorld::ESMStore& esmStore = world->getStore();
static const int cutoff = esmStore.get<ESM::GameSetting>().find("iCrimeThreshold")->mValue.getInteger();
// Force dialogue on sight if bounty is greater than the cutoff
// In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or
// attack (>= 5000 bounty)
if (playerStats.getBounty() >= cutoff
// TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s
// or so?
&& world->getLOS(ptr, player) && mechanicsManager->awarenessCheck(player, ptr))
{
static const int iCrimeThresholdMultiplier
= esmStore.get<ESM::GameSetting>().find("iCrimeThresholdMultiplier")->mValue.getInteger();
if (playerStats.getBounty() >= cutoff * iCrimeThresholdMultiplier)
{
mechanicsManager->startCombat(ptr, player, &cachedAllies.getActorsSidingWith(player));
creatureStats.setHitAttemptActorId(
playerClass.getCreatureStats(player)
.getActorId()); // Stops the guard from quitting combat if player is unreachable
}
else
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
creatureStats.setAlarmed(true);
npcStats.setCrimeId(world->getPlayer().getNewCrimeId());
}
}
// if I was a witness to a crime
if (npcStats.getCrimeId() != -1)
{
// if you've paid for your crimes and I haven't noticed
if (npcStats.getCrimeId() <= world->getPlayer().getCrimeId())
{
// Calm witness down
if (ptr.getClass().isClass(ptr, "Guard"))
creatureStats.getAiSequence().stopPursuit();
stopCombat(ptr);
// Reset factors to attack
creatureStats.setAttacked(false);
creatureStats.setAlarmed(false);
creatureStats.setAiSetting(AiSetting::Fight, ptr.getClass().getBaseFightRating(ptr));
// Restore original disposition
npcStats.setCrimeDispositionModifier(0);
// Update witness crime id
npcStats.setCrimeId(-1);
}
}
}
void Actors::addActor(const MWWorld::Ptr& ptr, bool updateImmediately)
{
removeActor(ptr, true);
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
if (!anim)
return;
const auto it = mActors.emplace(mActors.end(), ptr, anim);
mIndex.emplace(ptr.mRef, it);
if (updateImmediately)
it->getCharacterController().update(0);
// We should initially hide actors outside of processing range.
// Note: since we update player after other actors, distance will be incorrect during teleportation.
// Do not update visibility if player was teleported, so actors will be visible during teleportation frame.
if (MWBase::Environment::get().getWorld()->getPlayer().wasTeleported())
return;
updateVisibility(ptr, it->getCharacterController());
}
void Actors::updateVisibility(const MWWorld::Ptr& ptr, CharacterController& ctrl) const
{
MWWorld::Ptr player = MWMechanics::getPlayer();
if (ptr == player)
return;
const float dist
= (player.getRefData().getPosition().asVec3() - ptr.getRefData().getPosition().asVec3()).length();
const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
if (dist > actorsProcessingRange)
{
ptr.getRefData().getBaseNode()->setNodeMask(0);
return;
}
else
ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor);
// Fade away actors on large distance (>90% of actor's processing distance)
float visibilityRatio = 1.0;
const float fadeStartDistance = actorsProcessingRange * 0.9f;
const float fadeEndDistance = actorsProcessingRange;
const float fadeRatio = (dist - fadeStartDistance) / (fadeEndDistance - fadeStartDistance);
if (fadeRatio > 0)
visibilityRatio -= std::max(0.f, fadeRatio);
visibilityRatio = std::min(1.f, visibilityRatio);
ctrl.setVisibility(visibilityRatio);
}
void Actors::removeActor(const MWWorld::Ptr& ptr, bool keepActive)
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
{
if (!keepActive)
removeTemporaryEffects(iter->second->getPtr());
mActors.erase(iter->second);
mIndex.erase(iter);
}
}
void Actors::castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().castSpell(spellId, scriptedSpell);
}
bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) const
{
if (!actor.getClass().isActor())
return false;
// If an observer is NPC, check if he detected an actor
if (!observer.isEmpty() && observer.getClass().isNpc())
{
return MWBase::Environment::get().getWorld()->getLOS(observer, actor)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, observer);
}
// Otherwise check if any actor in AI processing range sees the target actor
std::vector<MWWorld::Ptr> neighbors;
osg::Vec3f position(actor.getRefData().getPosition().asVec3());
getObjectsInRange(position, Settings::game().mActorsProcessingRange, neighbors);
for (const MWWorld::Ptr& neighbor : neighbors)
{
if (neighbor == actor)
continue;
const bool result = MWBase::Environment::get().getWorld()->getLOS(neighbor, actor)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, neighbor);
if (result)
return true;
}
return false;
}
void Actors::updateActor(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr) const
{
const auto iter = mIndex.find(old.mRef);
if (iter != mIndex.end())
iter->second->updatePtr(ptr);
}
void Actors::dropActors(const MWWorld::CellStore* cellStore, const MWWorld::Ptr& ignore)
{
for (auto iter = mActors.begin(); iter != mActors.end();)
{
if ((iter->getPtr().isInCell() && iter->getPtr().getCell() == cellStore) && iter->getPtr() != ignore)
{
removeTemporaryEffects(iter->getPtr());
mIndex.erase(iter->getPtr().mRef);
iter = mActors.erase(iter);
}
else
++iter;
}
}
bool Actors::playerHasHostiles() const
{
const MWWorld::Ptr player = getPlayer();
const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
bool hasHostiles = false; // need to know this to play Battle music
const bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive();
if (aiActive)
{
const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
for (const Actor& actor : mActors)
{
if (actor.getPtr() == player)
continue;
const bool inProcessingRange
= (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2()
<= actorsProcessingRange * actorsProcessingRange;
if (inProcessingRange)
{
MWMechanics::CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
bool isDead = stats.isDead() && stats.isDeathAnimationFinished();
if (!isDead && stats.getAiSequence().isInCombat())
{
hasHostiles = true;
break;
}
}
}
}
return hasHostiles;
}
void Actors::predictAndAvoidCollisions(float duration) const
{
if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
return;
const float minGap = 10.f;
const float maxDistForPartialAvoiding = 200.f;
const float maxDistForStrictAvoiding = 100.f;
const float maxTimeToCheck = 2.0f;
const bool giveWayWhenIdle = Settings::game().mNPCsGiveWay;
const MWWorld::Ptr player = getPlayer();
const MWBase::World* const world = MWBase::Environment::get().getWorld();
for (const Actor& actor : mActors)
{
const MWWorld::Ptr& ptr = actor.getPtr();
if (ptr == player)
continue; // Don't interfere with player controls.
const float maxSpeed = ptr.getClass().getMaxSpeed(ptr);
if (maxSpeed == 0.0)
continue; // Can't move, so there is no sense to predict collisions.
Movement& movement = ptr.getClass().getMovementSettings(ptr);
const osg::Vec2f origMovement(movement.mPosition[0], movement.mPosition[1]);
const bool isMoving = origMovement.length2() > 0.01;
if (movement.mPosition[1] < 0)
continue; // Actors can not see others when move backward.
// Moving NPCs always should avoid collisions.
// Standing NPCs give way to moving ones if they are not in combat (or pursue) mode and either
// follow player or have a AIWander package with non-empty wander area.
bool shouldAvoidCollision = isMoving;
bool shouldGiveWay = false;
bool shouldTurnToApproachingActor = !isMoving;
MWWorld::Ptr currentTarget; // Combat or pursue target (NPCs should not avoid collision with their targets).
const auto& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence();
if (!aiSequence.isEmpty())
{
const auto& package = aiSequence.getActivePackage();
if (package.getTypeId() == AiPackageTypeId::Follow)
{
shouldAvoidCollision = true;
}
else if (package.getTypeId() == AiPackageTypeId::Wander && giveWayWhenIdle)
{
if (!static_cast<const AiWander&>(package).isStationary())
shouldGiveWay = true;
}
else if (package.getTypeId() == AiPackageTypeId::Combat
|| package.getTypeId() == AiPackageTypeId::Pursue)
{
currentTarget = package.getTarget();
shouldAvoidCollision = isMoving;
shouldTurnToApproachingActor = false;
}
}
if (!shouldAvoidCollision && !shouldGiveWay)
continue;
const osg::Vec2f baseSpeed = origMovement * maxSpeed;
const osg::Vec3f basePos = ptr.getRefData().getPosition().asVec3();
const float baseRotZ = ptr.getRefData().getPosition().rot[2];
const osg::Vec3f halfExtents = world->getHalfExtents(ptr);
const float maxDistToCheck = isMoving ? maxDistForPartialAvoiding : maxDistForStrictAvoiding;
float timeToCheck = maxTimeToCheck;
if (!shouldGiveWay && !aiSequence.isEmpty())
timeToCheck = std::min(
timeToCheck, getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents));
float timeToCollision = timeToCheck;
osg::Vec2f movementCorrection(0, 0);
float angleToApproachingActor = 0;
// Iterate through all other actors and predict collisions.
for (const Actor& otherActor : mActors)
{
const MWWorld::Ptr& otherPtr = otherActor.getPtr();
if (otherPtr == ptr || otherPtr == currentTarget)
continue;
const osg::Vec3f otherHalfExtents = world->getHalfExtents(otherPtr);
const osg::Vec3f deltaPos = otherPtr.getRefData().getPosition().asVec3() - basePos;
const osg::Vec2f relPos = Misc::rotateVec2f(osg::Vec2f(deltaPos.x(), deltaPos.y()), baseRotZ);
const float dist = deltaPos.length();
// Ignore actors which are not close enough or come from behind.
if (dist > maxDistToCheck || relPos.y() < 0)
continue;
// Don't check for a collision if vertical distance is greater then the actor's height.
if (deltaPos.z() > halfExtents.z() * 2 || deltaPos.z() < -otherHalfExtents.z() * 2)
continue;
const osg::Vec3f speed = otherPtr.getClass().getMovementSettings(otherPtr).asVec3()
* otherPtr.getClass().getMaxSpeed(otherPtr);
const float rotZ = otherPtr.getRefData().getPosition().rot[2];
const osg::Vec2f relSpeed
= Misc::rotateVec2f(osg::Vec2f(speed.x(), speed.y()), baseRotZ - rotZ) - baseSpeed;
float collisionDist = minGap + halfExtents.x() + otherHalfExtents.x();
collisionDist = std::min(collisionDist, relPos.length());
// Find the earliest `t` when |relPos + relSpeed * t| == collisionDist.
const float vr = relPos.x() * relSpeed.x() + relPos.y() * relSpeed.y();
const float v2 = relSpeed.length2();
const float Dh = vr * vr - v2 * (relPos.length2() - collisionDist * collisionDist);
if (Dh <= 0 || v2 == 0)
continue; // No solution; distance is always >= collisionDist.
const float t = (-vr - std::sqrt(Dh)) / v2;
if (t < 0 || t > timeToCollision)
continue;
// Check visibility and awareness last as it's expensive.
if (!MWBase::Environment::get().getWorld()->getLOS(otherPtr, ptr))
continue;
if (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(otherPtr, ptr))
continue;
timeToCollision = t;
angleToApproachingActor = std::atan2(deltaPos.x(), deltaPos.y());
const osg::Vec2f posAtT = relPos + relSpeed * t;
const float coef = (posAtT.x() * relSpeed.x() + posAtT.y() * relSpeed.y())
/ (collisionDist * collisionDist * maxSpeed)
* std::clamp(
(maxDistForPartialAvoiding - dist) / (maxDistForPartialAvoiding - maxDistForStrictAvoiding),
0.f, 1.f);
movementCorrection = posAtT * coef;
if (otherPtr.getClass().getCreatureStats(otherPtr).isDead())
// In case of dead body still try to go around (it looks natural), but reduce the correction twice.
movementCorrection.y() *= 0.5f;
}
if (timeToCollision < timeToCheck)
{
// Try to evade the nearest collision.
osg::Vec2f newMovement = origMovement + movementCorrection;
// Step to the side rather than backward. Otherwise player will be able to push the NPC far away from
// it's original location.
newMovement.y() = std::max(newMovement.y(), 0.f);
newMovement.normalize();
if (isMoving)
newMovement *= origMovement.length(); // Keep the original speed.
movement.mPosition[0] = newMovement.x();
movement.mPosition[1] = newMovement.y();
if (shouldTurnToApproachingActor)
zTurn(ptr, angleToApproachingActor);
}
}
}
void Actors::update(float duration, bool paused)
{
if (!paused)
{
const float updateEquippedLightInterval = 1.0f;
if (mTimerUpdateHeadTrack >= 0.3f)
mTimerUpdateHeadTrack = 0;
if (mTimerUpdateHello >= 0.25f)
mTimerUpdateHello = 0;
if (mTimerDisposeSummonsCorpses >= 0.2f)
mTimerDisposeSummonsCorpses = 0;
if (mTimerUpdateEquippedLight >= updateEquippedLightInterval)
mTimerUpdateEquippedLight = 0;
// show torches only when there are darkness and no precipitations
MWBase::World* const world = MWBase::Environment::get().getWorld();
const bool showTorches = world->useTorches();
const MWWorld::Ptr player = getPlayer();
const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
/// \todo move update logic to Actor class where appropriate
SidingCache cachedAllies{ *this, true }; // will be filled as engageCombat iterates
const bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive();
const int attackedByPlayerId = player.getClass().getCreatureStats(player).getHitAttemptActorId();
if (attackedByPlayerId != -1)
{
const MWWorld::Ptr playerHitAttemptActor = world->searchPtrViaActorId(attackedByPlayerId);
if (!playerHitAttemptActor.isInCell())
player.getClass().getCreatureStats(player).setHitAttemptActorId(-1);
}
const bool godmode = MWBase::Environment::get().getWorld()->getGodModeState();
const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
// AI and magic effects update
for (Actor& actor : mActors)
{
const bool isPlayer = actor.getPtr() == player;
CharacterController& ctrl = actor.getCharacterController();
MWBase::LuaManager::ActorControls* luaControls
= MWBase::Environment::get().getLuaManager()->getActorControls(actor.getPtr());
const float distSqr = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2();
// AI processing is only done within given distance to the player.
const bool inProcessingRange = distSqr <= actorsProcessingRange * actorsProcessingRange;
// If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for
// the player.
if (!isPlayer
&& (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()
|| !actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence().isInCombat()
|| !inProcessingRange))
{
actor.getPtr().getClass().getCreatureStats(actor.getPtr()).setHitAttemptActorId(-1);
if (player.getClass().getCreatureStats(player).getHitAttemptActorId()
== actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActorId())
player.getClass().getCreatureStats(player).setHitAttemptActorId(-1);
}
const Misc::TimerStatus engageCombatTimerStatus = actor.updateEngageCombatTimer(duration);
// For dead actors we need to update looping spell particles
if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead())
{
// They can be added during the death animation
if (!actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDeathAnimationFinished())
adjustMagicEffects(actor.getPtr(), duration);
ctrl.updateContinuousVfx();
}
else
{
MWWorld::Scene* worldScene = MWBase::Environment::get().getWorldScene();
const bool cellChanged = worldScene->hasCellChanged();
const MWWorld::Ptr actorPtr = actor.getPtr(); // make a copy of the map key to avoid it being
// invalidated when the player teleports
updateActor(actorPtr, duration);
// Looping magic VFX update
// Note: we need to do this before any of the animations are updated.
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
// so updating VFX immediately after that would just remove the particle effects instantly.
// There needs to be a magic effect update in between.
ctrl.updateContinuousVfx();
if (!cellChanged && worldScene->hasCellChanged())
{
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
}
if (aiActive && inProcessingRange)
{
if (engageCombatTimerStatus == Misc::TimerStatus::Elapsed)
{
if (!isPlayer)
adjustCommandedActor(actor.getPtr());
for (const Actor& otherActor : mActors)
{
if (otherActor.getPtr() == actor.getPtr() || isPlayer) // player is not AI-controlled
continue;
engageCombat(
actor.getPtr(), otherActor.getPtr(), cachedAllies, otherActor.getPtr() == player);
}
}
if (mTimerUpdateHeadTrack == 0)
updateHeadTracking(actor.getPtr(), mActors, isPlayer, ctrl);
if (actor.getPtr().getClass().isNpc() && !isPlayer)
updateCrimePursuit(actor.getPtr(), duration, cachedAllies);
if (!isPlayer)
{
CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
if (isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI))
{
stats.getAiSequence().execute(actor.getPtr(), ctrl, duration);
updateGreetingState(actor.getPtr(), actor, mTimerUpdateHello > 0);
playIdleDialogue(actor.getPtr());
updateMovementSpeed(actor.getPtr());
}
}
}
else if (aiActive && !isPlayer && isConscious(actor.getPtr())
&& !(luaControls && luaControls->mDisableAI))
{
CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
stats.getAiSequence().execute(actor.getPtr(), ctrl, duration, /*outOfRange*/ true);
}
if (inProcessingRange && actor.getPtr().getClass().isNpc())
{
// We can not update drowning state for actors outside of AI distance - they can not resurface
// to breathe
updateDrowning(actor.getPtr(), duration, ctrl.isKnockedOut(), isPlayer);
}
if (mTimerUpdateEquippedLight == 0 && actor.getPtr().getClass().hasInventoryStore(actor.getPtr()))
updateEquippedLight(actor.getPtr(), updateEquippedLightInterval, showTorches);
if (luaControls != nullptr && isConscious(actor.getPtr()))
updateLuaControls(actor.getPtr(), isPlayer, *luaControls);
}
}
if (Settings::game().mNPCsAvoidCollisions)
predictAndAvoidCollisions(duration);
mTimerUpdateHeadTrack += duration;
mTimerUpdateEquippedLight += duration;
mTimerUpdateHello += duration;
mTimerDisposeSummonsCorpses += duration;
// Animation/movement update
CharacterController* playerCharacter = nullptr;
for (Actor& actor : mActors)
{
const float dist = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length();
const bool isPlayer = actor.getPtr() == player;
CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
// Actors with active AI should be able to move.
bool alwaysActive = false;
if (!isPlayer && isConscious(actor.getPtr()) && !stats.isParalyzed())
{
MWMechanics::AiSequence& seq = stats.getAiSequence();
alwaysActive = !seq.isEmpty() && seq.getActivePackage().alwaysActive();
}
const bool inRange = isPlayer || dist <= actorsProcessingRange || alwaysActive;
const int activeFlag = isPlayer ? 2 : 1; // Can be changed back to '2' to keep updating bounding boxes
// off screen (more accurate, but slower)
const int active = inRange ? activeFlag : 0;
CharacterController& ctrl = actor.getCharacterController();
ctrl.setActive(active);
if (!inRange)
{
actor.getPtr().getRefData().getBaseNode()->setNodeMask(0);
world->setActorActive(actor.getPtr(), false);
continue;
}
world->setActorActive(actor.getPtr(), true);
const bool isDead = actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead();
if (!isDead && (!godmode || !isPlayer)
&& actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isParalyzed())
ctrl.skipAnim();
// Handle player last, in case a cell transition occurs by casting a teleportation spell
// (would invalidate the iterator)
if (isPlayer)
{
playerCharacter = &ctrl;
continue;
}
actor.getPtr().getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor);
world->setActorCollisionMode(actor.getPtr(), true,
!actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDeathAnimationFinished());
if (!actor.getPositionAdjusted())
{
actor.getPtr().getClass().adjustPosition(actor.getPtr(), false);
actor.setPositionAdjusted(true);
}
ctrl.update(duration);
updateVisibility(actor.getPtr(), ctrl);
}
if (playerCharacter)
{
MWBase::Environment::get().getWorld()->applyDeferredPreviewRotationToPlayer(duration);
playerCharacter->update(duration);
playerCharacter->setVisibility(1.f);
MWBase::LuaManager::ActorControls* luaControls
= MWBase::Environment::get().getLuaManager()->getActorControls(player);
if (luaControls && player.getClass().getMovementSettings(player).mPosition[2] < 1)
luaControls->mJump = false;
}
for (const Actor& actor : mActors)
{
const MWWorld::Class& cls = actor.getPtr().getClass();
CreatureStats& stats = cls.getCreatureStats(actor.getPtr());
// KnockedOutOneFrameLogic
// Used for "OnKnockedOut" command
// Put here to ensure that it's run for PRECISELY one frame.
if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame())
{ // Start it for one frame if necessary
stats.setKnockedDownOneFrame(true);
}
else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame())
{ // Turn off KnockedOutOneframe
stats.setKnockedDownOneFrame(false);
stats.setKnockedDownOverOneFrame(true);
}
}
killDeadActors();
updateSneaking(playerCharacter, duration);
}
}
void Actors::notifyDied(const MWWorld::Ptr& actor)
{
actor.getClass().getCreatureStats(actor).notifyDied();
++mDeathCount[actor.getCellRef().getRefId()];
MWBase::Environment::get().getLuaManager()->actorDied(actor);
}
void Actors::resurrect(const MWWorld::Ptr& ptr) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
{
if (iter->second->getCharacterController().isDead())
{
// Actor has been resurrected. Notify the CharacterController and re-enable collision.
MWBase::Environment::get().getWorld()->enableActorCollision(iter->second->getPtr(), true);
iter->second->getCharacterController().resurrect();
}
}
}
void Actors::killDeadActors()
{
for (Actor& actor : mActors)
{
const MWWorld::Class& cls = actor.getPtr().getClass();
CreatureStats& stats = cls.getCreatureStats(actor.getPtr());
if (!stats.isDead())
continue;
MWBase::Environment::get().getWorld()->removeActorPath(actor.getPtr());
CharacterController::KillResult killResult = actor.getCharacterController().kill();
if (killResult == CharacterController::Result_DeathAnimStarted)
{
// Play dying words
// Note: It's not known whether the soundgen tags scream, roar, and moan are reliable
// for NPCs since some of the npc death animation files are missing them.
MWBase::Environment::get().getDialogueManager()->say(actor.getPtr(), ESM::RefId::stringRefId("hit"));
// Apply soultrap
if (actor.getPtr().getType() == ESM::Creature::sRecordId)
soulTrap(actor.getPtr());
if (cls.isEssential(actor.getPtr()))
MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
}
else if (killResult == CharacterController::Result_DeathAnimJustFinished)
{
const bool isPlayer = actor.getPtr() == getPlayer();
notifyDied(actor.getPtr());
// Reset magic effects and recalculate derived effects
// One case where we need this is to make sure bound items are removed upon death
const float vampirism
= stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Vampirism).getMagnitude();
stats.getActiveSpells().clear(actor.getPtr());
// Make sure spell effects are removed
purgeSpellEffects(stats.getActorId());
stats.getMagicEffects().add(ESM::MagicEffect::Vampirism, vampirism);
if (isPlayer)
{
// player's death animation is over
MWBase::Environment::get().getStateManager()->askLoadRecent();
// Play Death Music if it was the player dying
MWBase::Environment::get().getSoundManager()->streamMusic(
MWSound::deathMusic, MWSound::MusicType::Special);
}
else
{
// NPC death animation is over, disable actor collision
MWBase::Environment::get().getWorld()->enableActorCollision(actor.getPtr(), false);
}
}
}
}
void Actors::cleanupSummonedCreature(MWMechanics::CreatureStats& casterStats, int creatureActorId) const
{
const MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId);
if (!ptr.isEmpty())
{
MWBase::Environment::get().getWorld()->deleteObject(ptr);
const ESM::Static* fx = MWBase::Environment::get().getESMStore()->get<ESM::Static>().search(
ESM::RefId::stringRefId("VFX_Summon_End"));
if (fx)
MWBase::Environment::get().getWorld()->spawnEffect(
Misc::ResourceHelpers::correctMeshPath(fx->mModel), "", ptr.getRefData().getPosition().asVec3());
// Remove the summoned creature's summoned creatures as well
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
auto& creatureMap = stats.getSummonedCreatureMap();
for (const auto& creature : creatureMap)
cleanupSummonedCreature(stats, creature.second);
creatureMap.clear();
}
else if (creatureActorId != -1)
{
// We didn't find the creature. It's probably in an inactive cell.
// Add to graveyard so we can delete it when the cell becomes active.
std::vector<int>& graveyard = casterStats.getSummonedCreatureGraveyard();
graveyard.push_back(creatureActorId);
}
purgeSpellEffects(creatureActorId);
}
void Actors::purgeSpellEffects(int casterActorId) const
{
for (const Actor& actor : mActors)
{
MWMechanics::ActiveSpells& spells
= actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActiveSpells();
spells.purge(actor.getPtr(), casterActorId);
}
}
void Actors::rest(double hours, bool sleep) const
{
float duration = hours * 3600.f;
const float timeScale = MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale();
if (timeScale != 0.f)
duration /= timeScale;
const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
for (const Actor& actor : mActors)
{
if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead())
{
adjustMagicEffects(actor.getPtr(), duration);
continue;
}
if (!sleep || actor.getPtr() == player)
restoreDynamicStats(actor.getPtr(), hours, sleep);
if ((!actor.getPtr().getRefData().getBaseNode())
|| (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2()
> actorsProcessingRange * actorsProcessingRange)
continue;
adjustMagicEffects(actor.getPtr(), duration);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(actor.getPtr());
if (animation)
{
animation->removeEffects();
MWBase::Environment::get().getWorld()->applyLoopingParticles(actor.getPtr());
}
}
fastForwardAi();
}
void Actors::updateSneaking(CharacterController* ctrl, float duration)
{
if (!ctrl)
{
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
return;
}
const MWWorld::Ptr player = getPlayer();
if (!MWBase::Environment::get().getMechanicsManager()->isSneaking(player))
{
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
return;
}
MWBase::World* const world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>();
static const float fSneakUseDist = gmst.find("fSneakUseDist")->mValue.getFloat();
static const float fSneakUseDelay = gmst.find("fSneakUseDelay")->mValue.getFloat();
if (mSneakTimer >= fSneakUseDelay)
mSneakTimer = 0.f;
if (mSneakTimer == 0.f)
{
// Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress.
bool avoidedNotice = false;
bool detected = false;
std::vector<MWWorld::Ptr> observers;
const osg::Vec3f position(player.getRefData().getPosition().asVec3());
const float radius = std::min<float>(fSneakUseDist, Settings::game().mActorsProcessingRange);
getObjectsInRange(position, radius, observers);
std::set<MWWorld::Ptr> sidingActors;
getActorsSidingWith(player, sidingActors);
for (const MWWorld::Ptr& observer : observers)
{
if (observer == player || observer.getClass().getCreatureStats(observer).isDead())
continue;
if (sidingActors.find(observer) != sidingActors.cend())
continue;
if (world->getLOS(player, observer))
{
if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer))
{
detected = true;
avoidedNotice = false;
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
break;
}
else
{
avoidedNotice = true;
}
}
}
if (mSneakSkillTimer >= fSneakUseDelay)
mSneakSkillTimer = 0.f;
if (avoidedNotice && mSneakSkillTimer == 0.f)
player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, ESM::Skill::Sneak_AvoidNotice);
if (!detected)
MWBase::Environment::get().getWindowManager()->setSneakVisibility(true);
}
mSneakTimer += duration;
mSneakSkillTimer += duration;
}
int Actors::getHoursToRest(const MWWorld::Ptr& ptr) const
{
const auto [healthPerHour, magickaPerHour] = getRestorationPerHourOfSleep(ptr);
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
const bool stunted = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0;
const float healthHours = healthPerHour > 0
? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour
: 1.0f;
const float magickaHours = magickaPerHour > 0 && !stunted
? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour
: 1.0f;
return static_cast<int>(std::ceil(std::max(1.f, std::max(healthHours, magickaHours))));
}
int Actors::countDeaths(const ESM::RefId& id) const
{
const auto iter = mDeathCount.find(id);
if (iter != mDeathCount.end())
return iter->second;
return 0;
}
void Actors::forceStateUpdate(const MWWorld::Ptr& ptr) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().forceStateUpdate();
}
bool Actors::playAnimationGroup(
const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number, bool scripted) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
{
return iter->second->getCharacterController().playGroup(groupName, mode, number, scripted);
}
else
{
Log(Debug::Warning) << "Warning: Actors::playAnimationGroup: Unable to find "
<< ptr.getCellRef().getRefId();
return false;
}
}
bool Actors::playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops, float speed,
std::string_view startKey, std::string_view stopKey, bool forceLoop)
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
return iter->second->getCharacterController().playGroupLua(
groupName, speed, startKey, stopKey, loops, forceLoop);
return false;
}
void Actors::enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable)
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().enableLuaAnimations(enable);
}
void Actors::skipAnimation(const MWWorld::Ptr& ptr) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().skipAnim();
}
bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
return iter->second->getCharacterController().isAnimPlaying(groupName);
return false;
}
bool Actors::checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
return iter->second->getCharacterController().isScriptedAnimPlaying();
return false;
}
void Actors::persistAnimationStates() const
{
for (const Actor& actor : mActors)
actor.getCharacterController().persistAnimationState();
}
void Actors::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted)
{
const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end())
iter->second->getCharacterController().clearAnimQueue(clearScripted);
}
void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const
{
for (const Actor& actor : mActors)
{
if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius)
out.push_back(actor.getPtr());
}
}
bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius) const
{
for (const Actor& actor : mActors)
{
if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius)
return true;
}
return false;
}
std::vector<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actorPtr, bool excludeInfighting) const
{
std::vector<MWWorld::Ptr> list;
list.push_back(actorPtr);
for (const Actor& actor : mActors)
{
const MWWorld::Ptr& iteratedActor = actor.getPtr();
if (iteratedActor == getPlayer())
continue;
const bool sameActor = (iteratedActor == actorPtr);
const CreatureStats& stats = iteratedActor.getClass().getCreatureStats(iteratedActor);
if (stats.isDead())
continue;
// An actor counts as siding with this actor if Follow or Escort is the current AI package, or there are
// only Wander packages before the Follow/Escort package Actors that are targeted by this actor's Follow or
// Escort packages also side with them
for (const auto& package : stats.getAiSequence())
{
if (excludeInfighting && !sameActor && package->getTypeId() == AiPackageTypeId::Combat
&& package->targetIs(actorPtr))
break;
if (package->sideWithTarget() && !package->getTarget().isEmpty())
{
if (sameActor)
{
if (excludeInfighting)
{
MWWorld::Ptr ally = package->getTarget();
std::vector<MWWorld::Ptr> enemies;
if (ally.getClass().getCreatureStats(ally).getAiSequence().getCombatTargets(enemies)
&& std::find(enemies.begin(), enemies.end(), actorPtr) != enemies.end())
break;
enemies.clear();
if (actorPtr.getClass().getCreatureStats(actorPtr).getAiSequence().getCombatTargets(enemies)
&& std::find(enemies.begin(), enemies.end(), ally) != enemies.end())
break;
}
list.push_back(package->getTarget());
}
else if (package->targetIs(actorPtr))
{
list.push_back(iteratedActor);
}
break;
}
else if (package->getTypeId() > AiPackageTypeId::Wander
&& package->getTypeId() <= AiPackageTypeId::Activate) // Don't count "fake" package types
break;
}
}
return list;
}
std::vector<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actorPtr) const
{
std::vector<MWWorld::Ptr> list;
forEachFollowingPackage(
mActors, actorPtr, getPlayer(), [&](const Actor& actor, const std::shared_ptr<AiPackage>& package) {
if (package->followTargetThroughDoors() && package->targetIs(actorPtr))
list.push_back(actor.getPtr());
else if (package->getTypeId() != AiPackageTypeId::Combat
&& package->getTypeId() != AiPackageTypeId::Wander)
return false;
return true;
});
return list;
}
void Actors::getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) const
{
auto followers = getActorsFollowing(actor);
for (const MWWorld::Ptr& follower : followers)
if (out.insert(follower).second)
getActorsFollowing(follower, out);
}
void Actors::getActorsSidingWith(
const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting) const
{
auto followers = getActorsSidingWith(actor, excludeInfighting);
for (const MWWorld::Ptr& follower : followers)
if (out.insert(follower).second && follower != actor)
getActorsSidingWith(follower, out, excludeInfighting);
}
std::vector<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr& actor) const
{
std::vector<int> list;
forEachFollowingPackage(
mActors, actor, getPlayer(), [&](const Actor&, const std::shared_ptr<AiPackage>& package) {
if (package->followTargetThroughDoors() && package->targetIs(actor))
{
list.push_back(static_cast<const AiFollow*>(package.get())->getFollowIndex());
return false;
}
else if (package->getTypeId() != AiPackageTypeId::Combat
&& package->getTypeId() != AiPackageTypeId::Wander)
return false;
return true;
});
return list;
}
std::map<int, MWWorld::Ptr> Actors::getActorsFollowingByIndex(const MWWorld::Ptr& actor) const
{
std::map<int, MWWorld::Ptr> map;
forEachFollowingPackage(
mActors, actor, getPlayer(), [&](const Actor& otherActor, const std::shared_ptr<AiPackage>& package) {
if (package->followTargetThroughDoors() && package->targetIs(actor))
{
const int index = static_cast<const AiFollow*>(package.get())->getFollowIndex();
map[index] = otherActor.getPtr();
return false;
}
else if (package->getTypeId() != AiPackageTypeId::Combat
&& package->getTypeId() != AiPackageTypeId::Wander)
return false;
return true;
});
return map;
}
std::vector<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) const
{
std::vector<MWWorld::Ptr> list;
std::vector<MWWorld::Ptr> neighbors;
const osg::Vec3f position(actor.getRefData().getPosition().asVec3());
getObjectsInRange(position, Settings::game().mActorsProcessingRange, neighbors);
for (const MWWorld::Ptr& neighbor : neighbors)
{
if (neighbor == actor)
continue;
const CreatureStats& stats = neighbor.getClass().getCreatureStats(neighbor);
if (stats.isDead())
continue;
if (stats.getAiSequence().isInCombat(actor))
list.push_back(neighbor);
}
return list;
}
std::vector<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor) const
{
std::vector<MWWorld::Ptr> list;
std::vector<MWWorld::Ptr> neighbors;
osg::Vec3f position(actor.getRefData().getPosition().asVec3());
getObjectsInRange(position, Settings::game().mActorsProcessingRange, neighbors);
std::set<MWWorld::Ptr> followers;
getActorsFollowing(actor, followers);
for (const MWWorld::Ptr& neighbor : neighbors)
{
const CreatureStats& stats = neighbor.getClass().getCreatureStats(neighbor);
if (stats.isDead() || neighbor == actor || neighbor.getClass().isPureWaterCreature(neighbor))
continue;
const bool isFollower = followers.find(neighbor) != followers.end();
if (stats.getAiSequence().isInCombat(actor)
|| (MWBase::Environment::get().getMechanicsManager()->isAggressive(neighbor, actor) && !isFollower))
list.push_back(neighbor);
}
return list;
}
void Actors::write(ESM::ESMWriter& writer, Loading::Listener& listener) const
{
writer.startRecord(ESM::REC_DCOU);
for (const auto& [id, count] : mDeathCount)
{
writer.writeHNRefId("ID__", id);
writer.writeHNT("COUN", count);
}
writer.endRecord(ESM::REC_DCOU);
}
void Actors::readRecord(ESM::ESMReader& reader, uint32_t type)
{
if (type == ESM::REC_DCOU)
{
while (reader.isNextSub("ID__"))
{
ESM::RefId id = reader.getRefId();
int count;
reader.getHNT(count, "COUN");
if (MWBase::Environment::get().getESMStore()->find(id))
mDeathCount[id] = count;
}
}
}
void Actors::clear()
{
mIndex.clear();
mActors.clear();
mDeathCount.clear();
}
void Actors::updateMagicEffects(const MWWorld::Ptr& ptr) const
{
adjustMagicEffects(ptr, 0.f);
}
bool Actors::isReadyToBlock(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return false;
return it->second->getCharacterController().isReadyToBlock();
}
bool Actors::isCastingSpell(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return false;
return it->second->getCharacterController().isCastingSpell();
}
bool Actors::isAttackingOrSpell(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return false;
return it->second->getCharacterController().isAttackingOrSpell();
}
int Actors::getGreetingTimer(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return 0;
return it->second->getGreetingTimer();
}
float Actors::getAngleToPlayer(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return 0.f;
return it->second->getAngleToPlayer();
}
GreetingState Actors::getGreetingState(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return Greet_None;
return it->second->getGreetingState();
}
bool Actors::isTurningToPlayer(const MWWorld::Ptr& ptr) const
{
const auto it = mIndex.find(ptr.mRef);
if (it == mIndex.end())
return false;
return it->second->isTurningToPlayer();
}
void Actors::fastForwardAi() const
{
if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
return;
for (auto it = mActors.begin(); it != mActors.end();)
{
const MWWorld::Ptr ptr = it->getPtr();
++it;
if (ptr == getPlayer() || !isConscious(ptr) || ptr.getClass().getCreatureStats(ptr).isParalyzed())
continue;
MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
seq.fastForward(ptr);
}
}
const std::set<MWWorld::Ptr>& SidingCache::getActorsSidingWith(const MWWorld::Ptr& actor)
{
// If we have already found actor's allies, use the cache
auto search = mCache.find(actor);
if (search != mCache.end())
return search->second;
std::set<MWWorld::Ptr>& out = mCache[actor];
for (const MWWorld::Ptr& follower : mActors.getActorsSidingWith(actor, mExcludeInfighting))
{
if (out.insert(follower).second && follower != actor)
{
const auto& allies = getActorsSidingWith(follower);
out.insert(allies.begin(), allies.end());
}
}
// Cache ptrs and their sets of allies
for (const MWWorld::Ptr& iter : out)
{
if (iter == actor)
continue;
search = mCache.find(iter);
if (search == mCache.end())
mCache.emplace(iter, out);
}
return out;
}
}