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openmw/apps/openmw/mwmechanics/aifollow.cpp

276 lines
9.4 KiB
C++

#include "aifollow.hpp"
#include <components/esm3/aisequence.hpp>
#include <components/esm3/loadcell.hpp>
#include <components/misc/algorithm.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/datetimemanager.hpp"
#include "character.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
namespace
{
osg::Vec3f::value_type getHalfExtents(const MWWorld::ConstPtr& actor)
{
if (actor.getClass().isNpc())
return 64;
return MWBase::Environment::get().getWorld()->getHalfExtents(actor).y();
}
}
namespace MWMechanics
{
int AiFollow::mFollowIndexCounter = 0;
AiFollow::AiFollow(const ESM::RefId& actorId, float duration, float x, float y, float z, bool repeat)
: TypedAiPackage<AiFollow>(repeat)
, mAlwaysFollow(false)
, mDuration(duration)
, mRemainingDuration(duration)
, mX(x)
, mY(y)
, mZ(z)
, mActive(false)
, mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actorId;
}
AiFollow::AiFollow(
const ESM::RefId& actorId, std::string_view cellId, float duration, float x, float y, float z, bool repeat)
: TypedAiPackage<AiFollow>(repeat)
, mAlwaysFollow(false)
, mDuration(duration)
, mRemainingDuration(duration)
, mX(x)
, mY(y)
, mZ(z)
, mCellId(cellId)
, mActive(false)
, mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actorId;
}
AiFollow::AiFollow(const MWWorld::Ptr& actor, bool commanded)
: TypedAiPackage<AiFollow>(makeDefaultOptions().withShouldCancelPreviousAi(!commanded))
, mAlwaysFollow(true)
, mDuration(0)
, mRemainingDuration(0)
, mX(0)
, mY(0)
, mZ(0)
, mActive(false)
, mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actor.getCellRef().getRefId();
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiFollow::AiFollow(const ESM::AiSequence::AiFollow* follow)
: TypedAiPackage<AiFollow>(
makeDefaultOptions().withShouldCancelPreviousAi(!follow->mCommanded).withRepeat(follow->mRepeat))
, mAlwaysFollow(follow->mAlwaysFollow)
, mDuration(follow->mData.mDuration)
, mRemainingDuration(follow->mRemainingDuration)
, mX(follow->mData.mX)
, mY(follow->mData.mY)
, mZ(follow->mData.mZ)
, mCellId(follow->mCellId)
, mActive(follow->mActive)
, mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = follow->mTargetId;
mTargetActorId = follow->mTargetActorId;
}
bool AiFollow::execute(
const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
const MWWorld::Ptr target = getTarget();
// Target is not here right now, wait for it to return
// Really we should be checking whether the target is currently registered with the MechanicsManager
if (target == MWWorld::Ptr() || !target.getCellRef().getCount() || !target.getRefData().isEnabled())
return false;
actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
AiFollowStorage& storage = state.get<AiFollowStorage>();
bool& rotate = storage.mTurnActorToTarget;
if (rotate)
{
if (zTurn(actor, storage.mTargetAngleRadians))
rotate = false;
return false;
}
const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
const osg::Vec3f targetPos(target.getRefData().getPosition().asVec3());
const osg::Vec3f targetDir = targetPos - actorPos;
// In the original engine the first follower stays closer to the player than any subsequent followers.
// Followers beyond the first usually attempt to stand inside each other.
osg::Vec3f::value_type floatingDistance = 0;
auto followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingByIndex(target);
if (followers.size() >= 2 && followers.cbegin()->first != mFollowIndex)
{
for (auto& follower : followers)
{
auto halfExtent = getHalfExtents(follower.second);
if (halfExtent > floatingDistance)
floatingDistance = halfExtent;
}
floatingDistance += 128;
}
floatingDistance += getHalfExtents(target) + 64;
floatingDistance += getHalfExtents(actor) * 2;
short followDistance = static_cast<short>(floatingDistance);
// AiFollow requires the target to be in range and within sight for the initial activation
if (!mActive)
{
storage.mTimer -= duration;
if (storage.mTimer < 0)
{
float activeRange = followDistance + 384.f;
if (targetDir.length2() < activeRange * activeRange
&& MWBase::Environment::get().getWorld()->getLOS(actor, target))
mActive = true;
storage.mTimer = 0.5f;
}
}
if (!mActive)
return false;
if (!mAlwaysFollow) // Update if you only follow for a bit
{
// Check if we've run out of time
if (mDuration > 0)
{
mRemainingDuration
-= ((duration * MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale())
/ 3600);
if (mRemainingDuration <= 0)
{
mRemainingDuration = mDuration;
return true;
}
}
osg::Vec3f finalPos(mX, mY, mZ);
if ((actorPos - finalPos).length2() < followDistance * followDistance) // Close-ish to final position
{
if (actor.getCell()->isExterior()) // Outside?
{
if (mCellId.empty()) // No cell to travel to
{
mRemainingDuration = mDuration;
return true;
}
}
else if (mCellId == actor.getCell()->getCell()->getWorldSpace()) // Cell to travel to
{
mRemainingDuration = mDuration;
return true;
}
}
}
short baseFollowDistance = followDistance;
short threshold = 30; // to avoid constant switching between moving/stopping
if (storage.mMoving)
followDistance -= threshold;
else
followDistance += threshold;
if (targetDir.length2() <= followDistance * followDistance)
{
float faceAngleRadians = std::atan2(targetDir.x(), targetDir.y());
if (!zTurn(actor, faceAngleRadians, osg::DegreesToRadians(45.f)))
{
storage.mTargetAngleRadians = faceAngleRadians;
storage.mTurnActorToTarget = true;
}
return false;
}
// Go to the destination
storage.mMoving = !pathTo(
actor, targetPos, duration, characterController.getSupportedMovementDirections(), baseFollowDistance);
if (storage.mMoving)
{
// Check if you're far away
if (targetDir.length2() > 450 * 450)
actor.getClass().getCreatureStats(actor).setMovementFlag(
MWMechanics::CreatureStats::Flag_Run, true); // Make NPC run
else if (targetDir.length2()
< 325 * 325) // Have a bit of a dead zone, otherwise npc will constantly flip between running and not
// when right on the edge of the running threshold
actor.getClass().getCreatureStats(actor).setMovementFlag(
MWMechanics::CreatureStats::Flag_Run, false); // make NPC walk
}
return false;
}
ESM::RefId AiFollow::getFollowedActor()
{
return mTargetActorRefId;
}
bool AiFollow::isCommanded() const
{
return !mOptions.mShouldCancelPreviousAi;
}
void AiFollow::writeState(ESM::AiSequence::AiSequence& sequence) const
{
auto follow = std::make_unique<ESM::AiSequence::AiFollow>();
follow->mData.mX = mX;
follow->mData.mY = mY;
follow->mData.mZ = mZ;
follow->mData.mDuration = mDuration;
follow->mTargetId = mTargetActorRefId;
follow->mTargetActorId = mTargetActorId;
follow->mRemainingDuration = mRemainingDuration;
follow->mCellId = mCellId;
follow->mAlwaysFollow = mAlwaysFollow;
follow->mCommanded = isCommanded();
follow->mActive = mActive;
follow->mRepeat = getRepeat();
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Follow;
package.mPackage = std::move(follow);
sequence.mPackages.push_back(std::move(package));
}
int AiFollow::getFollowIndex() const
{
return mFollowIndex;
}
void AiFollow::fastForward(const MWWorld::Ptr& actor, AiState& state)
{
// Update duration counter if this package has a duration
if (mDuration > 0)
mRemainingDuration--;
}
}