forked from mirror/openmw-tes3mp
AiWander: return to initial position only after combat
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3c2c0960d1
commit
9d27eb197f
3 changed files with 41 additions and 46 deletions
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@ -59,7 +59,7 @@ namespace MWMechanics
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float mTargetAngleRadians;
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bool mTurnActorGivingGreetingToFacePlayer;
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float mReaction; // update some actions infrequently
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AiWander::GreetingState mSaidGreeting;
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int mGreetingTimer;
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@ -70,7 +70,7 @@ namespace MWMechanics
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bool mIsWanderingManually;
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bool mCanWanderAlongPathGrid;
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unsigned short mIdleAnimation;
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std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
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@ -86,7 +86,7 @@ namespace MWMechanics
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float mDoorCheckDuration;
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int mStuckCount;
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AiWanderStorage():
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mTargetAngleRadians(0),
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mTurnActorGivingGreetingToFacePlayer(false),
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@ -111,7 +111,7 @@ namespace MWMechanics
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mIsWanderingManually = isManualWander;
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}
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};
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
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mDistance(distance), mDuration(duration), mRemainingDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle),
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mRepeat(repeat), mStoredInitialActorPosition(false), mInitialActorPosition(osg::Vec3f(0, 0, 0)), mHasDestination(false), mDestination(osg::Vec3f(0, 0, 0))
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@ -201,7 +201,18 @@ namespace MWMechanics
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stopWalking(actor, storage);
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currentCell = actor.getCell();
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storage.mPopulateAvailableNodes = true;
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mStoredInitialActorPosition = false;
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}
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// Here we should reset an initial position, if a current cell was REALLY changed
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// We do not store AiStorage in a savegame, so cellChange is not help us in this case
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// TODO: find a more simple and fast solution, or do not store the mInitialActorPosition at all
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if (mStoredInitialActorPosition)
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{
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int cx,cy;
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MWBase::Environment::get().getWorld()->positionToIndex(mInitialActorPosition.x(),mInitialActorPosition.y(),cx,cy);
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MWWorld::CellStore* cell = MWBase::Environment::get().getWorld()->getExterior(cx,cy);
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if (cell != currentCell)
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mStoredInitialActorPosition = false;
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}
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mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
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@ -223,7 +234,7 @@ namespace MWMechanics
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if (mPathFinder.isPathConstructed())
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storage.setState(Wander_Walking);
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}
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doPerFrameActionsForState(actor, duration, storage, pos);
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playIdleDialogueRandomly(actor);
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@ -298,13 +309,6 @@ namespace MWMechanics
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if(mDistance && cellChange)
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mDistance = 0;
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// For stationary NPCs, move back to the starting location if another AiPackage moved us elsewhere
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if (mDistance == 0 && !cellChange
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&& (pos.asVec3() - mInitialActorPosition).length2() > (DESTINATION_TOLERANCE * DESTINATION_TOLERANCE))
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{
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returnToStartLocation(actor, storage, pos);
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}
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// Allow interrupting a walking actor to trigger a greeting
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WanderState& wanderState = storage.mState;
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if ((wanderState == Wander_IdleNow) || (wanderState == Wander_Walking))
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@ -321,7 +325,7 @@ namespace MWMechanics
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{
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setPathToAnAllowedNode(actor, storage, pos);
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}
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}
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}
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} else if (storage.mIsWanderingManually && mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE)) {
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completeManualWalking(actor, storage);
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}
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@ -330,8 +334,8 @@ namespace MWMechanics
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}
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bool AiWander::getRepeat() const
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{
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return mRepeat;
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{
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return mRepeat;
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}
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@ -350,27 +354,6 @@ namespace MWMechanics
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return false;
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}
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void AiWander::returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)
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{
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if (!mPathFinder.isPathConstructed())
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{
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mDestination = mInitialActorPosition;
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ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mDestination));
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// actor position is already in world coordinates
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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// don't take shortcuts for wandering
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mPathFinder.buildSyncedPath(start, dest, actor.getCell(), getPathGridGraph(actor.getCell()));
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if (mPathFinder.isPathConstructed())
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{
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storage.setState(Wander_Walking);
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mHasDestination = true;
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}
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}
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}
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/*
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* Commands actor to walk to a random location near original spawn location.
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*/
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@ -497,7 +480,7 @@ namespace MWMechanics
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}
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}
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void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
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void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
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float duration, AiWanderStorage& storage, ESM::Position& pos)
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{
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// Is there no destination or are we there yet?
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@ -873,7 +856,7 @@ namespace MWMechanics
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state.moveIn(new AiWanderStorage());
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MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
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MWBase::Environment::get().getWorld()->moveObject(actor, static_cast<float>(dest.mX),
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static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
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actor.getClass().adjustPosition(actor, false);
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}
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@ -914,7 +897,7 @@ namespace MWMechanics
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// get NPC's position in local (i.e. cell) coordinates
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osg::Vec3f npcPos(mInitialActorPosition);
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CoordinateConverter(cell).toLocal(npcPos);
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// Find closest pathgrid point
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int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, npcPos);
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@ -945,7 +928,7 @@ namespace MWMechanics
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storage.mPopulateAvailableNodes = false;
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}
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// When only one path grid point in wander distance,
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// When only one path grid point in wander distance,
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// additional points for NPC to wander to are:
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// 1. NPC's initial location
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// 2. Partway along the path between the point and its connected points.
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@ -969,7 +952,7 @@ namespace MWMechanics
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delta.normalize();
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int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE);
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// must not travel longer than distance between waypoints or NPC goes past waypoint
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distance = std::min(distance, static_cast<int>(length));
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delta *= distance;
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@ -1041,4 +1024,3 @@ namespace MWMechanics
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init();
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}
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}
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@ -85,7 +85,6 @@ namespace MWMechanics
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bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos, float duration);
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bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos);
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void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
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bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
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bool destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination);
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@ -22,6 +22,7 @@
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#include "aicombat.hpp"
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#include "aipursue.hpp"
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#include "aitravel.hpp"
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#include "spellcasting.hpp"
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#include "autocalcspell.hpp"
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#include "npcstats.hpp"
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@ -1598,9 +1599,22 @@ namespace MWMechanics
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void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
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{
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if (ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(target))
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MWMechanics::AiSequence& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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if (aiSequence.isInCombat(target))
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return;
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ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
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// we should return a wandering actor back after combat
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// TODO: only for stationary wander?
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if (!aiSequence.isInCombat() && aiSequence.getLastRunTypeId() == MWMechanics::AiPackage::TypeIdWander)
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{
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osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
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MWMechanics::AiTravel travelPackage(pos.x(), pos.y(), pos.z());
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aiSequence.stack(travelPackage, ptr);
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}
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aiSequence.stack(MWMechanics::AiCombat(target), ptr);
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if (target == getPlayer())
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{
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// if guard starts combat with player, guards pursuing player should do the same
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