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openmw/apps/openmw/mwmechanics/aipackage.hpp

182 lines
6.9 KiB
C++

#ifndef GAME_MWMECHANICS_AIPACKAGE_H
#define GAME_MWMECHANICS_AIPACKAGE_H
#include <memory>
#include <components/detournavigator/areatype.hpp>
#include "pathfinding.hpp"
#include "obstacle.hpp"
#include "aistate.hpp"
#include "aipackagetypeid.hpp"
#include "aitimer.hpp"
namespace MWWorld
{
class Ptr;
}
namespace ESM
{
struct Cell;
namespace AiSequence
{
struct AiSequence;
}
}
namespace MWMechanics
{
class CharacterController;
class PathgridGraph;
/// \brief Base class for AI packages
class AiPackage
{
public:
struct Options
{
unsigned int mPriority = 0;
bool mUseVariableSpeed = false;
bool mSideWithTarget = false;
bool mFollowTargetThroughDoors = false;
bool mCanCancel = true;
bool mShouldCancelPreviousAi = true;
bool mRepeat = false;
bool mAlwaysActive = false;
constexpr Options withRepeat(bool value)
{
mRepeat = value;
return *this;
}
constexpr Options withShouldCancelPreviousAi(bool value)
{
mShouldCancelPreviousAi = value;
return *this;
}
};
AiPackage(AiPackageTypeId typeId, const Options& options);
virtual ~AiPackage() = default;
static constexpr Options makeDefaultOptions()
{
return Options{};
}
///Clones the package
virtual std::unique_ptr<AiPackage> clone() const = 0;
/// Updates and runs the package (Should run every frame)
/// \return Package completed?
virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) = 0;
/// Returns the TypeID of the AiPackage
/// \see enum TypeId
AiPackageTypeId getTypeId() const { return mTypeId; }
/// Higher number is higher priority (0 being the lowest)
unsigned int getPriority() const { return mOptions.mPriority; }
/// Check if package use movement with variable speed
bool useVariableSpeed() const { return mOptions.mUseVariableSpeed; }
virtual void writeState (ESM::AiSequence::AiSequence& sequence) const {}
/// Simulates the passing of time
virtual void fastForward(const MWWorld::Ptr& actor, AiState& state) {}
/// Get the target actor the AI is targeted at (not applicable to all AI packages, default return empty Ptr)
virtual MWWorld::Ptr getTarget() const;
/// Get the destination point of the AI package (not applicable to all AI packages, default return (0, 0, 0))
virtual osg::Vec3f getDestination(const MWWorld::Ptr& actor) const { return osg::Vec3f(0, 0, 0); };
/// Return true if having this AiPackage makes the actor side with the target in fights (default false)
bool sideWithTarget() const { return mOptions.mSideWithTarget; }
/// Return true if the actor should follow the target through teleport doors (default false)
bool followTargetThroughDoors() const { return mOptions.mFollowTargetThroughDoors; }
/// Can this Ai package be canceled? (default true)
bool canCancel() const { return mOptions.mCanCancel; }
/// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)?
bool shouldCancelPreviousAi() const { return mOptions.mShouldCancelPreviousAi; }
/// Return true if this package should repeat. Currently only used for Wander packages.
bool getRepeat() const { return mOptions.mRepeat; }
virtual osg::Vec3f getDestination() const { return osg::Vec3f(0, 0, 0); }
/// Return true if any loaded actor with this AI package must be active.
bool alwaysActive() const { return mOptions.mAlwaysActive; }
/// Reset pathfinding state
void reset();
/// Return if actor's rotation speed is sufficient to rotate to the destination pathpoint on the run. Otherwise actor should rotate while standing.
static bool isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& dest);
osg::Vec3f getNextPathPoint(const osg::Vec3f& destination) const;
float getNextPathPointTolerance(float speed, float duration, const osg::Vec3f& halfExtents) const;
protected:
/// Handles path building and shortcutting with obstacles avoiding
/** \return If the actor has arrived at his destination **/
bool pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration, float destTolerance = 0.0f);
/// Check if there aren't any obstacles along the path to make shortcut possible
/// If a shortcut is possible then path will be cleared and filled with the destination point.
/// \param destInLOS If not nullptr function will return ray cast check result
/// \return If can shortcut the path
bool shortcutPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor,
bool *destInLOS, bool isPathClear);
/// Check if the way to the destination is clear, taking into account actor speed
bool checkWayIsClearForActor(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor);
bool doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::Ptr& actor) const;
void evadeObstacles(const MWWorld::Ptr& actor);
void openDoors(const MWWorld::Ptr& actor);
const PathgridGraph& getPathGridGraph(const MWWorld::CellStore* cell);
DetourNavigator::Flags getNavigatorFlags(const MWWorld::Ptr& actor) const;
DetourNavigator::AreaCosts getAreaCosts(const MWWorld::Ptr& actor) const;
const AiPackageTypeId mTypeId;
const Options mOptions;
// TODO: all this does not belong here, move into temporary storage
PathFinder mPathFinder;
ObstacleCheck mObstacleCheck;
AiReactionTimer mReaction;
std::string mTargetActorRefId;
mutable int mTargetActorId;
short mRotateOnTheRunChecks; // attempts to check rotation to the pathpoint on the run possibility
bool mIsShortcutting; // if shortcutting at the moment
bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt
osg::Vec3f mShortcutFailPos; // position of last shortcut fail
float mLastDestinationTolerance = 0;
private:
bool isNearInactiveCell(osg::Vec3f position);
};
}
#endif