You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw/apps/openmw/mwmechanics/aipackage.cpp

533 lines
19 KiB
C++

#include "aipackage.hpp"
#include <components/detournavigator/agentbounds.hpp>
#include <components/detournavigator/navigator.hpp>
#include <components/esm3/loadcell.hpp>
#include <components/esm3/loadland.hpp>
#include <components/misc/coordinateconverter.hpp>
#include <components/settings/values.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/luamanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwphysics/raycasting.hpp"
#include "actorutil.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "pathgrid.hpp"
#include "steering.hpp"
#include <osg/Quat>
namespace
{
float divOrMax(float dividend, float divisor)
{
return divisor == 0 ? std::numeric_limits<float>::max() * std::numeric_limits<float>::epsilon()
: dividend / divisor;
}
float getPointTolerance(float speed, float duration, const osg::Vec3f& halfExtents)
{
const float actorTolerance = 2 * speed * duration + 1.2 * std::max(halfExtents.x(), halfExtents.y());
return std::max(MWMechanics::MIN_TOLERANCE, actorTolerance);
}
bool canOpenDoors(const MWWorld::Ptr& ptr)
{
return ptr.getClass().isBipedal(ptr) || ptr.getClass().hasInventoryStore(ptr);
}
}
MWMechanics::AiPackage::AiPackage(AiPackageTypeId typeId, const Options& options)
: mTypeId(typeId)
, mOptions(options)
, mReaction(MWBase::Environment::get().getWorld()->getPrng())
, mTargetActorId(-1)
, mCachedTarget()
, mRotateOnTheRunChecks(0)
, mIsShortcutting(false)
, mShortcutProhibited(false)
, mShortcutFailPos()
{
}
MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
{
if (!mCachedTarget.isEmpty())
{
if (mCachedTarget.mRef->isDeleted() || !mCachedTarget.getRefData().isEnabled())
mCachedTarget = MWWorld::Ptr();
else
return mCachedTarget;
}
if (mTargetActorId == -2)
return MWWorld::Ptr();
if (mTargetActorId == -1)
{
if (mTargetActorRefId.empty())
{
mTargetActorId = -2;
return MWWorld::Ptr();
}
mCachedTarget = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false);
if (mCachedTarget.isEmpty())
{
mTargetActorId = -2;
return mCachedTarget;
}
else
mTargetActorId = mCachedTarget.getClass().getCreatureStats(mCachedTarget).getActorId();
}
if (mTargetActorId != -1)
mCachedTarget = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
else
return MWWorld::Ptr();
return mCachedTarget;
}
void MWMechanics::AiPackage::reset()
{
// reset all members
mReaction.reset();
mIsShortcutting = false;
mShortcutProhibited = false;
mShortcutFailPos = osg::Vec3f();
mCachedTarget = MWWorld::Ptr();
mPathFinder.clearPath();
mObstacleCheck.clear();
}
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration,
MWWorld::MovementDirectionFlags supportedMovementDirections, float destTolerance, float endTolerance,
PathType pathType)
{
const Misc::TimerStatus timerStatus = mReaction.update(duration);
const osg::Vec3f position = actor.getRefData().getPosition().asVec3(); // position of the actor
MWBase::World* world = MWBase::Environment::get().getWorld();
const DetourNavigator::AgentBounds agentBounds = world->getPathfindingAgentBounds(actor);
/// Stops the actor when it gets too close to a unloaded cell
//... At current time, this test is unnecessary. AI shuts down when actor is more than "actors processing range"
// setting value
//... units from player, and exterior cells are 8192 units long and wide.
//... But AI processing distance may increase in the future.
if (isNearInactiveCell(position))
{
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
world->updateActorPath(actor, mPathFinder.getPath(), agentBounds, position, dest);
return false;
}
mLastDestinationTolerance = destTolerance;
const float distToTarget = distance(position, dest);
const bool isDestReached = (distToTarget <= destTolerance);
const bool actorCanMoveByZ = canActorMoveByZAxis(actor);
if (!isDestReached && timerStatus == Misc::TimerStatus::Elapsed)
{
if (canOpenDoors(actor))
openDoors(actor);
const bool wasShortcutting = mIsShortcutting;
bool destInLOS = false;
// Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions.
mIsShortcutting = actorCanMoveByZ
&& shortcutPath(position, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first
if (!mIsShortcutting)
{
if (wasShortcutting || doesPathNeedRecalc(dest, actor)) // if need to rebuild path
{
const ESM::Pathgrid* pathgrid
= world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->getCell());
mPathFinder.buildLimitedPath(actor, position, dest, actor.getCell(), getPathGridGraph(pathgrid),
agentBounds, getNavigatorFlags(actor), getAreaCosts(actor), endTolerance, pathType);
mRotateOnTheRunChecks = 3;
// give priority to go directly on target if there is minimal opportunity
if (destInLOS && mPathFinder.getPath().size() > 1)
{
// get point just before dest
auto pPointBeforeDest = mPathFinder.getPath().rbegin() + 1;
// if start point is closer to the target then last point of path (excluding target itself) then go
// straight on the target
if (distance(position, dest) <= distance(dest, *pPointBeforeDest))
{
mPathFinder.clearPath();
mPathFinder.addPointToPath(dest);
}
}
}
if (!mPathFinder.getPath().empty()) // Path has points in it
{
const osg::Vec3f& lastPos = mPathFinder.getPath().back(); // Get the end of the proposed path
if (distance(dest, lastPos) > 100) // End of the path is far from the destination
mPathFinder.addPointToPath(
dest); // Adds the final destination to the path, to try to get to where you want to go
}
}
}
const float pointTolerance
= getPointTolerance(actor.getClass().getMaxSpeed(actor), duration, world->getHalfExtents(actor));
const bool smoothMovement = Settings::game().mSmoothMovement;
PathFinder::UpdateFlags updateFlags{};
if (actorCanMoveByZ)
updateFlags |= PathFinder::UpdateFlag_CanMoveByZ;
if (timerStatus == Misc::TimerStatus::Elapsed && smoothMovement)
updateFlags |= PathFinder::UpdateFlag_ShortenIfAlmostStraight;
if (timerStatus == Misc::TimerStatus::Elapsed)
updateFlags |= PathFinder::UpdateFlag_RemoveLoops;
mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE, updateFlags, agentBounds, getNavigatorFlags(actor));
if (isDestReached || mPathFinder.checkPathCompleted()) // if path is finished
{
// turn to destination point
zTurn(actor, getZAngleToPoint(position, dest));
smoothTurn(actor, getXAngleToPoint(position, dest), 0);
world->removeActorPath(actor);
return true;
}
else if (mPathFinder.getPath().empty())
return false;
world->updateActorPath(actor, mPathFinder.getPath(), agentBounds, position, dest);
if (mRotateOnTheRunChecks == 0
|| isReachableRotatingOnTheRun(
actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target
if (mRotateOnTheRunChecks > 0)
mRotateOnTheRunChecks--;
}
// turn to next path point by X,Z axes
float zAngleToNext = mPathFinder.getZAngleToNext(position.x(), position.y());
zTurn(actor, zAngleToNext);
smoothTurn(actor, mPathFinder.getXAngleToNext(position.x(), position.y(), position.z()), 0);
const auto destination = getNextPathPoint(dest);
mObstacleCheck.update(actor, destination, duration, supportedMovementDirections);
if (smoothMovement)
{
const float smoothTurnReservedDist = 150;
auto& movement = actor.getClass().getMovementSettings(actor);
float distToNextSqr = osg::Vec2f(destination.x() - position.x(), destination.y() - position.y()).length2();
float diffAngle = zAngleToNext - actor.getRefData().getPosition().rot[2];
if (std::cos(diffAngle) < -0.1)
movement.mPosition[0] = movement.mPosition[1] = 0;
else if (distToNextSqr > smoothTurnReservedDist * smoothTurnReservedDist)
{ // Go forward (and slowly turn towards the next path point)
movement.mPosition[0] = 0;
movement.mPosition[1] = 1;
}
else
{ // Next path point is near, so use diagonal movement to follow the path precisely.
movement.mPosition[0] = std::sin(diffAngle);
movement.mPosition[1] = std::max(std::cos(diffAngle), 0.f);
}
}
// handle obstacles on the way
evadeObstacles(actor);
return false;
}
void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor)
{
// check if stuck due to obstacles
if (!mObstacleCheck.isEvading())
return;
// first check if obstacle is a door
float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
const MWWorld::Ptr door = getNearbyDoor(actor, distance);
if (!door.isEmpty() && canOpenDoors(actor))
{
openDoors(actor);
}
else
{
mObstacleCheck.takeEvasiveAction(actor.getClass().getMovementSettings(actor));
}
}
namespace
{
bool isDoorOnTheWay(const MWWorld::Ptr& actor, const MWWorld::Ptr& door, const osg::Vec3f& nextPathPoint)
{
const auto world = MWBase::Environment::get().getWorld();
const auto halfExtents = world->getHalfExtents(actor);
const auto position = actor.getRefData().getPosition().asVec3() + osg::Vec3f(0, 0, halfExtents.z());
const auto destination = nextPathPoint + osg::Vec3f(0, 0, halfExtents.z());
return world->hasCollisionWithDoor(door, position, destination);
}
}
void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
{
// note: AiWander currently does not open doors
if (getTypeId() == AiPackageTypeId::Wander)
return;
if (mPathFinder.getPathSize() == 0)
return;
float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
const MWWorld::Ptr door = getNearbyDoor(actor, distance);
if (door == MWWorld::Ptr())
return;
if (!door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == MWWorld::DoorState::Idle)
{
if (!isDoorOnTheWay(actor, door, mPathFinder.getPath().front()))
return;
if (door.getCellRef().getTrap().empty() && !door.getCellRef().isLocked())
{
MWBase::Environment::get().getLuaManager()->objectActivated(door, actor);
return;
}
const ESM::RefId& keyId = door.getCellRef().getKey();
if (keyId.empty())
return;
MWWorld::ContainerStore& invStore = actor.getClass().getContainerStore(actor);
MWWorld::Ptr keyPtr = invStore.search(keyId);
if (!keyPtr.isEmpty())
MWBase::Environment::get().getLuaManager()->objectActivated(door, actor);
}
}
const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const ESM::Pathgrid* pathgrid) const
{
if (!pathgrid || pathgrid->mPoints.empty())
return PathgridGraph::sEmpty;
// static cache is OK for now, pathgrids can never change during runtime
static std::map<const ESM::Pathgrid*, std::unique_ptr<MWMechanics::PathgridGraph>> cache;
auto found = cache.find(pathgrid);
if (found == cache.end())
found = cache.emplace(pathgrid, std::make_unique<MWMechanics::PathgridGraph>(*pathgrid)).first;
return *found->second.get();
}
bool MWMechanics::AiPackage::shortcutPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
const MWWorld::Ptr& actor, bool* destInLOS, bool isPathClear)
{
if (!mShortcutProhibited || (mShortcutFailPos - startPoint).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
{
// check if target is clearly visible
isPathClear
= !MWBase::Environment::get()
.getWorld()
->getRayCasting()
->castRay(startPoint, endPoint, MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door)
.mHit;
if (destInLOS != nullptr)
*destInLOS = isPathClear;
if (!isPathClear)
return false;
// check if an actor can move along the shortcut path
isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor);
}
if (isPathClear) // can shortcut the path
{
mPathFinder.clearPath();
mPathFinder.addPointToPath(endPoint);
return true;
}
return false;
}
bool MWMechanics::AiPackage::checkWayIsClearForActor(
const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor)
{
if (canActorMoveByZAxis(actor))
return true;
const float actorSpeed = actor.getClass().getMaxSpeed(actor);
const float maxAvoidDist
= AI_REACTION_TIME * actorSpeed + actorSpeed / getAngularVelocity(actorSpeed) * 2; // *2 - for reliability
const float distToTarget = osg::Vec2f(endPoint.x(), endPoint.y()).length();
const float offsetXY = distToTarget > maxAvoidDist * 1.5 ? maxAvoidDist : maxAvoidDist / 2;
// update shortcut prohibit state
if (checkWayIsClear(startPoint, endPoint, offsetXY))
{
if (mShortcutProhibited)
{
mShortcutProhibited = false;
mShortcutFailPos = osg::Vec3f();
}
return true;
}
else
{
if (mShortcutFailPos == osg::Vec3f())
{
mShortcutProhibited = true;
mShortcutFailPos = startPoint;
}
}
return false;
}
bool MWMechanics::AiPackage::doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::Ptr& actor) const
{
return mPathFinder.getPath().empty() || getPathDistance(actor, mPathFinder.getPath().back(), newDest) > 10
|| mPathFinder.getPathCell() != actor.getCell();
}
bool MWMechanics::AiPackage::isNearInactiveCell(osg::Vec3f position)
{
const MWWorld::Cell* playerCell = getPlayer().getCell()->getCell();
if (playerCell->isExterior())
{
// get actor's distance from origin of center cell
Misc::makeCoordinateConverter(*playerCell).toLocal(position);
// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
// AI shuts down actors before they reach edges of 3 x 3 grid.
const float distanceFromEdge = 200.0;
float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
return (position.x() < minThreshold) || (maxThreshold < position.x()) || (position.y() < minThreshold)
|| (maxThreshold < position.y());
}
else
{
return false;
}
}
bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& dest)
{
// get actor's shortest radius for moving in circle
float speed = actor.getClass().getMaxSpeed(actor);
speed += speed * 0.1f; // 10% real speed inaccuracy
float radius = speed / getAngularVelocity(speed);
// get radius direction to the center
const float* rot = actor.getRefData().getPosition().rot;
osg::Quat quatRot(rot[0], -osg::X_AXIS, rot[1], -osg::Y_AXIS, rot[2], -osg::Z_AXIS);
osg::Vec3f dir = quatRot * osg::Y_AXIS; // actor's orientation direction is a tangent to circle
osg::Vec3f radiusDir = dir ^ osg::Z_AXIS; // radius is perpendicular to a tangent
radiusDir.normalize();
radiusDir *= radius;
// pick up the nearest center candidate
osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
osg::Vec3f center1 = pos - radiusDir;
osg::Vec3f center2 = pos + radiusDir;
osg::Vec3f center = (center1 - dest).length2() < (center2 - dest).length2() ? center1 : center2;
float distToDest = (center - dest).length();
// if pathpoint is reachable for the actor rotating on the run:
// no points of actor's circle should be farther from the center than destination point
return (radius <= distToDest);
}
DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::Ptr& actor) const
{
const MWWorld::Class& actorClass = actor.getClass();
DetourNavigator::Flags result = DetourNavigator::Flag_none;
if ((actorClass.isPureWaterCreature(actor)
|| (getTypeId() != AiPackageTypeId::Wander
&& ((Settings::game().mAllowActorsToFollowOverWaterSurface && getTypeId() == AiPackageTypeId::Follow)
|| actorClass.canSwim(actor) || hasWaterWalking(actor))))
&& actorClass.getSwimSpeed(actor) > 0)
result |= DetourNavigator::Flag_swim;
if (actorClass.canWalk(actor) && actor.getClass().getWalkSpeed(actor) > 0)
result |= DetourNavigator::Flag_walk | DetourNavigator::Flag_usePathgrid;
if (canOpenDoors(actor) && getTypeId() != AiPackageTypeId::Wander)
result |= DetourNavigator::Flag_openDoor;
return result;
}
DetourNavigator::AreaCosts MWMechanics::AiPackage::getAreaCosts(const MWWorld::Ptr& actor) const
{
DetourNavigator::AreaCosts costs;
const DetourNavigator::Flags flags = getNavigatorFlags(actor);
const MWWorld::Class& actorClass = actor.getClass();
const float swimSpeed = (flags & DetourNavigator::Flag_swim) == 0 ? 0.0f : actorClass.getSwimSpeed(actor);
const float walkSpeed = [&] {
if ((flags & DetourNavigator::Flag_walk) == 0)
return 0.0f;
if (getTypeId() == AiPackageTypeId::Wander)
return actorClass.getWalkSpeed(actor);
return actorClass.getRunSpeed(actor);
}();
const float maxSpeed = std::max(swimSpeed, walkSpeed);
if (maxSpeed == 0)
return costs;
const float swimFactor = swimSpeed / maxSpeed;
const float walkFactor = walkSpeed / maxSpeed;
costs.mWater = divOrMax(costs.mWater, swimFactor);
costs.mDoor = divOrMax(costs.mDoor, walkFactor);
costs.mPathgrid = divOrMax(costs.mPathgrid, walkFactor);
costs.mGround = divOrMax(costs.mGround, walkFactor);
return costs;
}
osg::Vec3f MWMechanics::AiPackage::getNextPathPoint(const osg::Vec3f& destination) const
{
return mPathFinder.getPath().empty() ? destination : mPathFinder.getPath().front();
}
float MWMechanics::AiPackage::getNextPathPointTolerance(
float speed, float duration, const osg::Vec3f& halfExtents) const
{
if (mPathFinder.getPathSize() <= 1)
return std::max(DEFAULT_TOLERANCE, mLastDestinationTolerance);
return getPointTolerance(speed, duration, halfExtents);
}