forked from mirror/openmw-tes3mp
Ai pursue now controls guards pursuit of crimes
Should extend AiActivate in the future
This commit is contained in:
parent
50dac98a2b
commit
7c0b51fb7e
11 changed files with 171 additions and 19 deletions
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@ -67,7 +67,7 @@ add_openmw_dir (mwclass
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add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat character creaturestats magiceffects movement actors objects
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drawstate spells activespells npcstats aipackage aisequence alchemy aiwander aitravel aifollow
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drawstate spells activespells npcstats aipackage aisequence aipersue alchemy aiwander aitravel aifollow
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aiescort aiactivate aicombat repair enchanting pathfinding security spellsuccess spellcasting
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disease pickpocket levelledlist combat steering
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)
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@ -9,11 +9,9 @@
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#include "steering.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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MWMechanics::AiActivate::AiActivate(const std::string &objectId, int arg)
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: mObjectId(objectId),
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mArg(arg)
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MWMechanics::AiActivate::AiActivate(const std::string &objectId)
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: mObjectId(objectId)
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{
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}
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MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const
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@ -27,9 +25,6 @@ bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
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Movement &movement = actor.getClass().getMovementSettings(actor);
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const ESM::Cell *cell = actor.getCell()->getCell();
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if (mArg == 1) // run to actor
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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MWWorld::Ptr player = world->getPlayerPtr();
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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@ -12,7 +12,7 @@ namespace MWMechanics
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class AiActivate : public AiPackage
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{
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public:
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AiActivate(const std::string &objectId, int arg);
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AiActivate(const std::string &objectId);
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virtual AiActivate *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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///< \return Package completed?
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@ -20,7 +20,6 @@ namespace MWMechanics
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private:
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std::string mObjectId;
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int mArg;
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PathFinder mPathFinder;
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int mCellX;
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@ -19,7 +19,8 @@ namespace MWMechanics
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TypeIdEscort = 2,
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TypeIdFollow = 3,
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TypeIdActivate = 4,
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TypeIdCombat = 5
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TypeIdCombat = 5,
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TypeIdPersue = 6
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};
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virtual ~AiPackage();
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108
apps/openmw/mwmechanics/aipersue.cpp
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108
apps/openmw/mwmechanics/aipersue.cpp
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@ -0,0 +1,108 @@
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#include "aipersue.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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MWMechanics::AiPersue::AiPersue(const std::string &objectId)
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: mObjectId(objectId)
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{
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}
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MWMechanics::AiPersue *MWMechanics::AiPersue::clone() const
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{
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return new AiPersue(*this);
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}
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bool MWMechanics::AiPersue::execute (const MWWorld::Ptr& actor,float duration)
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{
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//TODO: Guards should not dialague with player after crime reset
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::Position pos = actor.getRefData().getPosition();
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Movement &movement = actor.getClass().getMovementSettings(actor);
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const ESM::Cell *cell = actor.getCell()->getCell();
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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MWWorld::Ptr player = world->getPlayerPtr();
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) >
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sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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if(cell->mData.mY != player.getCell()->getCell()->mData.mY)
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{
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int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) >
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sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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MWWorld::Ptr target = world->getPtr(mObjectId,false);
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ESM::Position targetPos = target.getRefData().getPosition();
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bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY;
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if(!mPathFinder.isPathConstructed() || cellChange)
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{
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mCellX = cell->mData.mX;
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mCellY = cell->mData.mY;
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ESM::Pathgrid::Point dest;
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dest.mX = targetPos.pos[0];
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dest.mY = targetPos.pos[1];
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dest.mZ = targetPos.pos[2];
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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mPathFinder.buildPath(start, dest, actor.getCell(), true);
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}
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if((pos.pos[0]-targetPos.pos[0])*(pos.pos[0]-targetPos.pos[0])+
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(pos.pos[1]-targetPos.pos[1])*(pos.pos[1]-targetPos.pos[1])+
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(pos.pos[2]-targetPos.pos[2])*(pos.pos[2]-targetPos.pos[2]) < 200*200)
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{
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movement.mPosition[1] = 0;
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MWWorld::Ptr target = world->getPtr(mObjectId,false);
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MWWorld::Class::get(target).activate(target,actor).get()->execute(actor);
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return true;
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}
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if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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{
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movement.mPosition[1] = 0;
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MWWorld::Ptr target = world->getPtr(mObjectId,false);
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MWWorld::Class::get(target).activate(target,actor).get()->execute(actor);
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return true;
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}
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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zTurn(actor, Ogre::Degree(zAngle));
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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movement.mPosition[1] = 1;
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return false;
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}
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int MWMechanics::AiPersue::getTypeId() const
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{
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return TypeIdPersue;
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}
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29
apps/openmw/mwmechanics/aipersue.hpp
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29
apps/openmw/mwmechanics/aipersue.hpp
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#ifndef GAME_MWMECHANICS_AIPERSUE_H
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#define GAME_MWMECHANICS_AIPERSUE_H
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#include "aipackage.hpp"
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#include <string>
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#include "pathfinding.hpp"
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namespace MWMechanics
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{
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class AiPersue : public AiPackage
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{
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public:
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AiPersue(const std::string &objectId);
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virtual AiPersue *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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///< \return Package completed?
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virtual int getTypeId() const;
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private:
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std::string mObjectId;
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PathFinder mPathFinder;
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int mCellX;
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int mCellY;
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};
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}
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#endif
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@ -73,6 +73,15 @@ void MWMechanics::AiSequence::stopCombat()
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}
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}
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void MWMechanics::AiSequence::stopPersue()
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{
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while (getTypeId() == AiPackage::TypeIdPersue)
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{
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delete *mPackages.begin();
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mPackages.erase (mPackages.begin());
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}
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}
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bool MWMechanics::AiSequence::isPackageDone() const
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{
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return mDone;
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@ -161,7 +170,7 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
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else if (it->mType == ESM::AI_Activate)
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{
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ESM::AIActivate data = it->mActivate;
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package = new MWMechanics::AiActivate(data.mName.toString(), 0);
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package = new MWMechanics::AiActivate(data.mName.toString());
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}
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else //if (it->mType == ESM::AI_Follow)
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{
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@ -49,6 +49,9 @@ namespace MWMechanics
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void stopCombat();
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///< Removes all combat packages until first non-combat or stack empty.
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void stopPersue();
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///< Removes all persue packages until first non-persue or stack empty.
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bool isPackageDone() const;
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///< Has a package been completed during the last update?
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@ -13,6 +13,7 @@
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#include "../mwworld/player.hpp"
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#include "aicombat.hpp"
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#include "aipersue.hpp"
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#include "aiactivate.hpp"
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#include <OgreSceneNode.h>
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@ -838,8 +839,6 @@ namespace MWMechanics
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std::vector<MWWorld::Ptr> neighbors;
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mActors.getObjectsInRange(Ogre::Vector3(ptr.getRefData().getPosition().pos),
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esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt(), neighbors);
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// Did anyone see the crime?
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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if (*it == ptr) // Not the player
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@ -880,12 +879,12 @@ namespace MWMechanics
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{
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creatureStats1.getAiSequence().stack(AiCombat(ptr));
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creatureStats1.setHostile(true);
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creatureStats1.getAiSequence().execute(*it,0);
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creatureStats1.getAiSequence().execute(*it1,0);
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}
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else // will the guard persue the player?
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{
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creatureStats1.getAiSequence().stack(AiActivate(ptr.getClass().getId(ptr), 1));
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creatureStats1.getAiSequence().execute(*it,0);
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creatureStats1.getAiSequence().stack(AiPersue(ptr.getClass().getId(ptr)));
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creatureStats1.getAiSequence().execute(*it1,0);
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}
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}
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// will the witness fight the player?
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@ -47,7 +47,7 @@ namespace MWScript
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// discard additional arguments (reset), because we have no idea what they mean.
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for (unsigned int i=0; i<arg0; ++i) runtime.pop();
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MWMechanics::AiActivate activatePackage(objectID, 0);
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MWMechanics::AiActivate activatePackage(objectID);
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MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(activatePackage);
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std::cout << "AiActivate" << std::endl;
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}
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@ -29,6 +29,7 @@
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/levelledlist.hpp"
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#include "../mwmechanics/combat.hpp"
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#include "../mwmechanics/actors.hpp"
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#include "../mwrender/sky.hpp"
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#include "../mwrender/animation.hpp"
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@ -2762,6 +2763,9 @@ namespace MWWorld
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message += "\n" + skillMsg;
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}
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// sleep the player, this doesn't work
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//player.getClass().calculateRestoration(player, days, true);
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resetCrimes(player);
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std::vector<std::string> buttons;
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@ -2776,10 +2780,15 @@ namespace MWWorld
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std::vector<MWWorld::Ptr> neighbors = ptr.getClass().getCreatureStats(ptr).getPlayerWitnesses();
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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// This to reset for each witness:
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// Reset states
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// TODO: More research is needed to complete this list
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it->getClass().getCreatureStats(*it).setHostile(false);
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it->getClass().getCreatureStats(*it).setAlarmed(false);
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// Stop guard persue
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if(it->getClass().isClass(*it, "Guard"))
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it->getClass().getCreatureStats(*it).getAiSequence().stopPersue();
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}
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ptr.getClass().getCreatureStats(ptr).resetPlayerWitnesses();
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}
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