From a8ae0dec522914f801eec9869fae57506bb166f9 Mon Sep 17 00:00:00 2001 From: scrawl Date: Wed, 31 Dec 2014 18:41:57 +0100 Subject: [PATCH] Implement AiWander fast-forward (Feature #1125) --- apps/openmw/mwmechanics/actors.cpp | 14 ++ apps/openmw/mwmechanics/actors.hpp | 3 + apps/openmw/mwmechanics/aipackage.hpp | 3 + apps/openmw/mwmechanics/aisequence.cpp | 9 + apps/openmw/mwmechanics/aisequence.hpp | 3 + apps/openmw/mwmechanics/aistate.hpp | 20 +- apps/openmw/mwmechanics/aitravel.cpp | 5 + apps/openmw/mwmechanics/aitravel.hpp | 3 + apps/openmw/mwmechanics/aiwander.cpp | 183 +++++++++--------- apps/openmw/mwmechanics/aiwander.hpp | 5 +- .../mwmechanics/mechanicsmanagerimp.cpp | 1 + 11 files changed, 141 insertions(+), 108 deletions(-) diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 1a1d8c154..ca06b57d3 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1641,4 +1641,18 @@ namespace MWMechanics return it->second->getCharacterController()->isReadyToBlock(); } + + void Actors::fastForwardAi() + { + if (!MWBase::Environment::get().getMechanicsManager()->isAIActive()) + return; + for (PtrActorMap::iterator it = mActors.begin(); it != mActors.end(); ++it) + { + MWWorld::Ptr ptr = it->first; + if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr()) + continue; + MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); + seq.fastForward(ptr, it->second->getAiState()); + } + } } diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index 91bfad170..39fe38208 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -101,6 +101,9 @@ namespace MWMechanics int getHoursToRest(const MWWorld::Ptr& ptr) const; ///< Calculate how many hours the given actor needs to rest in order to be fully healed + void fastForwardAi(); + ///< Simulate the passing of time + int countDeaths (const std::string& id) const; ///< Return the number of deaths for actors with the given ID. diff --git a/apps/openmw/mwmechanics/aipackage.hpp b/apps/openmw/mwmechanics/aipackage.hpp index ca08de072..80b48fc37 100644 --- a/apps/openmw/mwmechanics/aipackage.hpp +++ b/apps/openmw/mwmechanics/aipackage.hpp @@ -63,6 +63,9 @@ namespace MWMechanics virtual void writeState (ESM::AiSequence::AiSequence& sequence) const {} + /// Simulates the passing of time + virtual void fastForward(const MWWorld::Ptr& actor, AiState& state) {} + protected: /// Causes the actor to attempt to walk to the specified location /** \return If the actor has arrived at his destination **/ diff --git a/apps/openmw/mwmechanics/aisequence.cpp b/apps/openmw/mwmechanics/aisequence.cpp index 2ee898405..ea59708c2 100644 --- a/apps/openmw/mwmechanics/aisequence.cpp +++ b/apps/openmw/mwmechanics/aisequence.cpp @@ -390,4 +390,13 @@ void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence) } } +void AiSequence::fastForward(const MWWorld::Ptr& actor, AiState& state) +{ + if (!mPackages.empty()) + { + MWMechanics::AiPackage* package = mPackages.front(); + package->fastForward(actor, state); + } +} + } // namespace MWMechanics diff --git a/apps/openmw/mwmechanics/aisequence.hpp b/apps/openmw/mwmechanics/aisequence.hpp index 460a411ba..e43ce72f1 100644 --- a/apps/openmw/mwmechanics/aisequence.hpp +++ b/apps/openmw/mwmechanics/aisequence.hpp @@ -97,6 +97,9 @@ namespace MWMechanics /// Execute current package, switching if needed. void execute (const MWWorld::Ptr& actor, MWMechanics::AiState& state, float duration); + /// Simulate the passing of time using the currently active AI package + void fastForward(const MWWorld::Ptr &actor, AiState &state); + /// Remove all packages. void clear(); diff --git a/apps/openmw/mwmechanics/aistate.hpp b/apps/openmw/mwmechanics/aistate.hpp index 7b670ad47..581f45d07 100644 --- a/apps/openmw/mwmechanics/aistate.hpp +++ b/apps/openmw/mwmechanics/aistate.hpp @@ -76,24 +76,6 @@ namespace MWMechanics mStorage = p; } - /// \brief gives away ownership of object. Throws exception if storage does not contain Derived or is empty. - template< class Derived > - Derived* moveOut() - { - assert_derived(); - - - if(!mStorage) - throw std::runtime_error("Cant move out: empty storage."); - - Derived* result = dynamic_cast(mStorage); - - if(!mStorage) - throw std::runtime_error("Cant move out: wrong type requested."); - - return result; - } - bool empty() const { return mStorage == NULL; @@ -120,7 +102,7 @@ namespace MWMechanics /// \brief base class for the temporary storage of AiPackages. /** * Each AI package with temporary values needs a AiPackageStorage class - * which is derived from AiTemporaryBase. The CharacterController holds a container + * which is derived from AiTemporaryBase. The Actor holds a container * AiState where one of these storages can be stored at a time. * The execute(...) member function takes this container as an argument. * */ diff --git a/apps/openmw/mwmechanics/aitravel.cpp b/apps/openmw/mwmechanics/aitravel.cpp index 959784983..64bf8a61b 100644 --- a/apps/openmw/mwmechanics/aitravel.cpp +++ b/apps/openmw/mwmechanics/aitravel.cpp @@ -113,6 +113,11 @@ namespace MWMechanics return TypeIdTravel; } + void AiTravel::fastForward(const MWWorld::Ptr& actor, AiState& state) + { + + } + void AiTravel::writeState(ESM::AiSequence::AiSequence &sequence) const { std::auto_ptr travel(new ESM::AiSequence::AiTravel()); diff --git a/apps/openmw/mwmechanics/aitravel.hpp b/apps/openmw/mwmechanics/aitravel.hpp index c2c33c2cf..c2732e3aa 100644 --- a/apps/openmw/mwmechanics/aitravel.hpp +++ b/apps/openmw/mwmechanics/aitravel.hpp @@ -23,6 +23,9 @@ namespace MWMechanics AiTravel(float x, float y, float z); AiTravel(const ESM::AiSequence::AiTravel* travel); + /// Simulates the passing of time + virtual void fastForward(const MWWorld::Ptr& actor, AiState& state); + void writeState(ESM::AiSequence::AiSequence &sequence) const; virtual AiTravel *clone() const; diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index c8a0c85d5..20588e5c3 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -40,16 +40,9 @@ namespace MWMechanics AiWander::GreetingState mSaidGreeting; int mGreetingTimer; - - // Cached current cell location - int mCellX; - int mCellY; - // Cell location multiplied by ESM::Land::REAL_SIZE - float mXCell; - float mYCell; - + const MWWorld::CellStore* mCell; // for detecting cell change - + // AiWander states bool mChooseAction; bool mIdleNow; @@ -66,10 +59,6 @@ namespace MWMechanics mReaction(0), mSaidGreeting(AiWander::Greet_None), mGreetingTimer(0), - mCellX(std::numeric_limits::max()), - mCellY(std::numeric_limits::max()), - mXCell(0), - mYCell(0), mCell(NULL), mChooseAction(true), mIdleNow(false), @@ -183,7 +172,6 @@ namespace MWMechanics currentCell = actor.getCell(); mStoredAvailableNodes = false; // prob. not needed since mDistance = 0 } - const ESM::Cell *cell = currentCell->getCell(); cStats.setDrawState(DrawState_Nothing); cStats.setMovementFlag(CreatureStats::Flag_Run, false); @@ -371,81 +359,10 @@ namespace MWMechanics } } - - - int& cachedCellX = storage.mCellX; - int& cachedCellY = storage.mCellY; - float& cachedCellXposition = storage.mXCell; - float& cachedCellYposition = storage.mYCell; // Initialization to discover & store allowed node points for this actor. if(!mStoredAvailableNodes) { - // infrequently used, therefore no benefit in caching it as a member - const ESM::Pathgrid * - pathgrid = world->getStore().get().search(*cell); - - // cache the current cell location - cachedCellX = cell->mData.mX; - cachedCellY = cell->mData.mY; - - // If there is no path this actor doesn't go anywhere. See: - // https://forum.openmw.org/viewtopic.php?t=1556 - // http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833 - if(!pathgrid || pathgrid->mPoints.empty()) - mDistance = 0; - - // A distance value passed into the constructor indicates how far the - // actor can wander from the spawn position. AiWander assumes that - // pathgrid points are available, and uses them to randomly select wander - // destinations within the allowed set of pathgrid points (nodes). - if(mDistance) - { - cachedCellXposition = 0; - cachedCellYposition = 0; - if(cell->isExterior()) - { - cachedCellXposition = cachedCellX * ESM::Land::REAL_SIZE; - cachedCellYposition = cachedCellY * ESM::Land::REAL_SIZE; - } - - // FIXME: There might be a bug here. The allowed node points are - // based on the actor's current position rather than the actor's - // spawn point. As a result the allowed nodes for wander can change - // between saves, for example. - // - // convert npcPos to local (i.e. cell) co-ordinates - Ogre::Vector3 npcPos(pos.pos); - npcPos[0] = npcPos[0] - cachedCellXposition; - npcPos[1] = npcPos[1] - cachedCellYposition; - - // mAllowedNodes for this actor with pathgrid point indexes based on mDistance - // NOTE: mPoints and mAllowedNodes are in local co-ordinates - for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++) - { - Ogre::Vector3 nodePos(pathgrid->mPoints[counter].mX, pathgrid->mPoints[counter].mY, - pathgrid->mPoints[counter].mZ); - if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance) - mAllowedNodes.push_back(pathgrid->mPoints[counter]); - } - if(!mAllowedNodes.empty()) - { - Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ); - float closestNode = npcPos.squaredDistance(firstNodePos); - unsigned int index = 0; - for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++) - { - Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, - mAllowedNodes[counterThree].mZ); - float tempDist = npcPos.squaredDistance(nodePos); - if(tempDist < closestNode) - index = counterThree; - } - mCurrentNode = mAllowedNodes[index]; - mAllowedNodes.erase(mAllowedNodes.begin() + index); - - mStoredAvailableNodes = true; // set only if successful in finding allowed nodes - } - } + getAllowedNodes(actor, currentCell->getCell()); } // Actor becomes stationary - see above URL's for previous research @@ -581,8 +498,8 @@ namespace MWMechanics // convert dest to use world co-ordinates ESM::Pathgrid::Point dest; - dest.mX = destNodePos[0] + cachedCellXposition; - dest.mY = destNodePos[1] + cachedCellYposition; + dest.mX = destNodePos[0] + currentCell->getCell()->mData.mX * ESM::Land::REAL_SIZE; + dest.mY = destNodePos[1] + currentCell->getCell()->mData.mY * ESM::Land::REAL_SIZE; dest.mZ = destNodePos[2]; // actor position is already in world co-ordinates @@ -732,6 +649,96 @@ namespace MWMechanics } } + void AiWander::fastForward(const MWWorld::Ptr& actor, AiState &state) + { + if (mDistance == 0) + return; + + if (!mStoredAvailableNodes) + getAllowedNodes(actor, actor.getCell()->getCell()); + + if (mAllowedNodes.empty()) + return; + + state.moveIn(new AiWanderStorage()); + + int index = std::rand() / (static_cast (RAND_MAX) + 1) * mAllowedNodes.size(); + ESM::Pathgrid::Point dest = mAllowedNodes[index]; + + // apply a slight offset to prevent overcrowding + dest.mX += Ogre::Math::RangeRandom(-64, 64); + dest.mY += Ogre::Math::RangeRandom(-64, 64); + + MWBase::Environment::get().getWorld()->moveObject(actor, dest.mX, dest.mY, dest.mZ); + actor.getClass().adjustPosition(actor, false); + } + + void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell) + { + // infrequently used, therefore no benefit in caching it as a member + const ESM::Pathgrid * + pathgrid = MWBase::Environment::get().getWorld()->getStore().get().search(*cell); + + // If there is no path this actor doesn't go anywhere. See: + // https://forum.openmw.org/viewtopic.php?t=1556 + // http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833 + if(!pathgrid || pathgrid->mPoints.empty()) + mDistance = 0; + + // A distance value passed into the constructor indicates how far the + // actor can wander from the spawn position. AiWander assumes that + // pathgrid points are available, and uses them to randomly select wander + // destinations within the allowed set of pathgrid points (nodes). + if(mDistance) + { + float cellXOffset = 0; + float cellYOffset = 0; + if(cell->isExterior()) + { + cellXOffset = cell->mData.mX * ESM::Land::REAL_SIZE; + cellYOffset = cell->mData.mY * ESM::Land::REAL_SIZE; + } + + // FIXME: There might be a bug here. The allowed node points are + // based on the actor's current position rather than the actor's + // spawn point. As a result the allowed nodes for wander can change + // between saves, for example. + // + // convert npcPos to local (i.e. cell) co-ordinates + Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos); + npcPos[0] = npcPos[0] - cellXOffset; + npcPos[1] = npcPos[1] - cellYOffset; + + // mAllowedNodes for this actor with pathgrid point indexes based on mDistance + // NOTE: mPoints and mAllowedNodes are in local co-ordinates + for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++) + { + Ogre::Vector3 nodePos(pathgrid->mPoints[counter].mX, pathgrid->mPoints[counter].mY, + pathgrid->mPoints[counter].mZ); + if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance) + mAllowedNodes.push_back(pathgrid->mPoints[counter]); + } + if(!mAllowedNodes.empty()) + { + Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ); + float closestNode = npcPos.squaredDistance(firstNodePos); + unsigned int index = 0; + for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++) + { + Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, + mAllowedNodes[counterThree].mZ); + float tempDist = npcPos.squaredDistance(nodePos); + if(tempDist < closestNode) + index = counterThree; + } + mCurrentNode = mAllowedNodes[index]; + mAllowedNodes.erase(mAllowedNodes.begin() + index); + + mStoredAvailableNodes = true; // set only if successful in finding allowed nodes + } + } + } + void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const { std::auto_ptr wander(new ESM::AiSequence::AiWander()); diff --git a/apps/openmw/mwmechanics/aiwander.hpp b/apps/openmw/mwmechanics/aiwander.hpp index b9b394a26..cd0f6533e 100644 --- a/apps/openmw/mwmechanics/aiwander.hpp +++ b/apps/openmw/mwmechanics/aiwander.hpp @@ -57,6 +57,7 @@ namespace MWMechanics virtual void writeState(ESM::AiSequence::AiSequence &sequence) const; + virtual void fastForward(const MWWorld::Ptr& actor, AiState& state); enum GreetingState { Greet_None, @@ -77,7 +78,6 @@ namespace MWMechanics int mTimeOfDay; std::vector mIdle; bool mRepeat; - bool mHasReturnPosition; // NOTE: Could be removed if mReturnPosition was initialized to actor position, @@ -98,6 +98,9 @@ namespace MWMechanics // allowed pathgrid nodes based on mDistance from the spawn point std::vector mAllowedNodes; + + void getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell); + ESM::Pathgrid::Point mCurrentNode; bool mTrimCurrentNode; void trimAllowedNodes(std::vector& nodes, diff --git a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp index 8c6833497..42728290b 100644 --- a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp +++ b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp @@ -472,6 +472,7 @@ namespace MWMechanics void MechanicsManager::rest(bool sleep) { mActors.restoreDynamicStats (sleep); + mActors.fastForwardAi(); } int MechanicsManager::getHoursToRest() const