diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index 649f259d9..8f43c6280 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -677,44 +677,32 @@ namespace MWMechanics return false; } + bool AiCombat::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) + { + if (!mPathFinder.getPath().empty()) + { + Ogre::Vector3 currPathTarget(PathFinder::MakeOgreVector3(mPathFinder.getPath().back())); + Ogre::Vector3 newPathTarget = PathFinder::MakeOgreVector3(dest); + float dist = (newPathTarget - currPathTarget).length(); + float targetPosThreshold = (cell->isExterior()) ? 300.0f : 100.0f; + return dist > targetPosThreshold; + } + else + { + // necessarily construct a new path + return true; + } + } + void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target) { - Ogre::Vector3 newPathTarget = Ogre::Vector3(target.getRefData().getPosition().pos); - - float dist; - - if(!mPathFinder.getPath().empty()) - { - ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back(); - Ogre::Vector3 currPathTarget(PathFinder::MakeOgreVector3(lastPt)); - dist = (newPathTarget - currPathTarget).length(); - } - else dist = 1e+38F; // necessarily construct a new path - - float targetPosThreshold = (actor.getCell()->getCell()->isExterior())? 300.0f : 100.0f; + ESM::Pathgrid::Point newPathTarget = PathFinder::MakePathgridPoint(target.getRefData().getPosition()); //construct new path only if target has moved away more than on [targetPosThreshold] - if(dist > targetPosThreshold) + if (doesPathNeedRecalc(newPathTarget, actor.getCell()->getCell())) { - ESM::Position pos = actor.getRefData().getPosition(); - - ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos)); - - ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(newPathTarget)); - - if(!mPathFinder.isPathConstructed()) - mPathFinder.buildPath(start, dest, actor.getCell(), false); - else - { - PathFinder newPathFinder; - newPathFinder.buildPath(start, dest, actor.getCell(), false); - - if(!mPathFinder.getPath().empty()) - { - newPathFinder.syncStart(mPathFinder.getPath()); - mPathFinder = newPathFinder; - } - } + ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actor.getRefData().getPosition())); + mPathFinder.buildSyncedPath(start, newPathTarget, actor.getCell(), false); } } diff --git a/apps/openmw/mwmechanics/aicombat.hpp b/apps/openmw/mwmechanics/aicombat.hpp index 307df3872..8248975b5 100644 --- a/apps/openmw/mwmechanics/aicombat.hpp +++ b/apps/openmw/mwmechanics/aicombat.hpp @@ -53,6 +53,9 @@ namespace MWMechanics virtual void writeState(ESM::AiSequence::AiSequence &sequence) const; + protected: + virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell); + private: int mTargetActorId; diff --git a/apps/openmw/mwmechanics/aipackage.cpp b/apps/openmw/mwmechanics/aipackage.cpp index 52a975320..216bf7b09 100644 --- a/apps/openmw/mwmechanics/aipackage.cpp +++ b/apps/openmw/mwmechanics/aipackage.cpp @@ -30,9 +30,9 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po ESM::Position pos = actor.getRefData().getPosition(); //position of the actor /// Stops the actor when it gets too close to a unloaded cell + const ESM::Cell *cell = actor.getCell()->getCell(); { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); - const ESM::Cell *cell = actor.getCell()->getCell(); Movement &movement = actor.getClass().getMovementSettings(actor); //Ensure pursuer doesn't leave loaded cells @@ -67,8 +67,8 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po //*********************** if(mTimer > 0.25) { - if(distance(mPrevDest, dest) > 10) { //Only rebuild path if it's moved - mPathFinder.buildPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved + if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved + mPathFinder.buildSyncedPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved mPrevDest = dest; } @@ -123,3 +123,8 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po return false; } + +bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) +{ + return distance(mPrevDest, dest) > 10; +} \ No newline at end of file diff --git a/apps/openmw/mwmechanics/aipackage.hpp b/apps/openmw/mwmechanics/aipackage.hpp index 179ae440b..0370072a4 100644 --- a/apps/openmw/mwmechanics/aipackage.hpp +++ b/apps/openmw/mwmechanics/aipackage.hpp @@ -4,6 +4,8 @@ #include "pathfinding.hpp" #include +#include "../mwworld/cellstore.hpp" + #include "obstacle.hpp" #include "aistate.hpp" @@ -71,6 +73,8 @@ namespace MWMechanics /** \return If the actor has arrived at his destination **/ bool pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration); + virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell); + // TODO: all this does not belong here, move into temporary storage PathFinder mPathFinder; ObstacleCheck mObstacleCheck; diff --git a/apps/openmw/mwmechanics/aitravel.cpp b/apps/openmw/mwmechanics/aitravel.cpp index 2824e2c6c..4f4d4c79f 100644 --- a/apps/openmw/mwmechanics/aitravel.cpp +++ b/apps/openmw/mwmechanics/aitravel.cpp @@ -51,64 +51,31 @@ namespace MWMechanics bool AiTravel::execute (const MWWorld::Ptr& actor, AiState& state, float duration) { - MWBase::World *world = MWBase::Environment::get().getWorld(); ESM::Position pos = actor.getRefData().getPosition(); - Movement &movement = actor.getClass().getMovementSettings(actor); - const ESM::Cell *cell = actor.getCell()->getCell(); actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false); - actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); - MWWorld::Ptr player = world->getPlayerPtr(); - if(cell->mData.mX != player.getCell()->getCell()->mData.mX) - { - int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX); - //check if actor is near the border of an inactive cell. If so, stop walking. - if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > - sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) - { - movement.mPosition[1] = 0; - return false; - } - } - if(cell->mData.mY != player.getCell()->getCell()->mData.mY) - { - int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY); - //check if actor is near the border of an inactive cell. If so, stop walking. - if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > - sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) - { - movement.mPosition[1] = 0; - return false; - } - } - if (!isWithinMaxRange(Ogre::Vector3(mX, mY, mZ), Ogre::Vector3(pos.pos))) return false; + if (pathTo(actor, ESM::Pathgrid::Point(static_cast(mX), static_cast(mY), static_cast(mZ)), duration)) + { + actor.getClass().getMovementSettings(actor).mPosition[1] = 0; + return true; + } + return false; + } + + bool AiTravel::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) + { bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY; - if(!mPathFinder.isPathConstructed() || cellChange) + if (!mPathFinder.isPathConstructed() || cellChange) { mCellX = cell->mData.mX; mCellY = cell->mData.mY; - - ESM::Pathgrid::Point dest(static_cast(mX), static_cast(mY), static_cast(mZ)); - - ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos)); - - mPathFinder.buildPath(start, dest, actor.getCell(), true); - } - - if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1])) - { - movement.mPosition[1] = 0; return true; } - - zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); - movement.mPosition[1] = 1; - return false; } diff --git a/apps/openmw/mwmechanics/aitravel.hpp b/apps/openmw/mwmechanics/aitravel.hpp index c2732e3aa..a5a4577e6 100644 --- a/apps/openmw/mwmechanics/aitravel.hpp +++ b/apps/openmw/mwmechanics/aitravel.hpp @@ -34,6 +34,9 @@ namespace MWMechanics virtual int getTypeId() const; + protected: + virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell); + private: float mX; float mY; diff --git a/apps/openmw/mwmechanics/pathfinding.cpp b/apps/openmw/mwmechanics/pathfinding.cpp index 5795f818a..980de1bad 100644 --- a/apps/openmw/mwmechanics/pathfinding.cpp +++ b/apps/openmw/mwmechanics/pathfinding.cpp @@ -301,23 +301,35 @@ namespace MWMechanics return false; } - // used by AiCombat, see header for the rationale - bool PathFinder::syncStart(const std::list &path) + // see header for the rationale + void PathFinder::buildSyncedPath(const ESM::Pathgrid::Point &startPoint, + const ESM::Pathgrid::Point &endPoint, + const MWWorld::CellStore* cell, + bool allowShortcuts) { if (mPath.size() < 2) - return false; //nothing to pop - - std::list::const_iterator oldStart = path.begin(); - std::list::iterator iter = ++mPath.begin(); - - if( (*iter).mX == oldStart->mX - && (*iter).mY == oldStart->mY - && (*iter).mZ == oldStart->mZ) { - mPath.pop_front(); - return true; + // if path has one point, then it's the destination. + // don't need to worry about bad path for this case + buildPath(startPoint, endPoint, cell, allowShortcuts); + } + else + { + const ESM::Pathgrid::Point oldStart(*getPath().begin()); + buildPath(startPoint, endPoint, cell, allowShortcuts); + if (mPath.size() >= 2) + { + // if 2nd waypoint of new path == 1st waypoint of old, + // delete 1st waypoint of new path. + std::list::iterator iter = ++mPath.begin(); + if (iter->mX == oldStart.mX + && iter->mY == oldStart.mY + && iter->mZ == oldStart.mZ) + { + mPath.pop_front(); + } + } } - return false; } } diff --git a/apps/openmw/mwmechanics/pathfinding.hpp b/apps/openmw/mwmechanics/pathfinding.hpp index f48de6624..0f52a6e19 100644 --- a/apps/openmw/mwmechanics/pathfinding.hpp +++ b/apps/openmw/mwmechanics/pathfinding.hpp @@ -63,13 +63,13 @@ namespace MWMechanics /** Synchronize new path with old one to avoid visiting 1 waypoint 2 times @note - If the first point is chosen as the nearest one - the situation can occur when the 1st point of the new path is undesirable - (i.e. the 2nd point of new path == the 1st point of old path). - @param path - old path - @return true if such point was found and deleted + BuildPath() takes closest PathGrid point to NPC as first point of path. + This is undesireable if NPC has just passed a Pathgrid point, as this + makes the 2nd point of the new path == the 1st point of old path. + Which results in NPC "running in a circle" back to the just passed waypoint. */ - bool syncStart(const std::list &path); + void buildSyncedPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, + const MWWorld::CellStore* cell, bool allowShortcuts = true); void addPointToPath(ESM::Pathgrid::Point &point) {