#include "aifollow.hpp" #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include #include "steering.hpp" MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0) { } MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), mTimer(0), mStuckTimer(0) { } MWMechanics::AiFollow::AiFollow(const std::string &actorId) : mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0) { } bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration) { const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow if(target == MWWorld::Ptr()) return true; //Target doesn't exist mTimer = mTimer + duration; //Update timer mStuckTimer = mStuckTimer + duration; //Update stuck timer mTotalTime = mTotalTime + duration; //Update total time following ESM::Position pos = actor.getRefData().getPosition(); //position of the actor if(!mAlwaysFollow) //Update if you only follow for a bit { if(mTotalTime > mDuration && mDuration != 0) //Check if we've run out of time return true; if((pos.pos[0]-mX)*(pos.pos[0]-mX) + (pos.pos[1]-mY)*(pos.pos[1]-mY) + (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) //Close-ish to final position { if(actor.getCell()->isExterior()) //Outside? { if(mCellId == "") //No cell to travel to return true; } else { if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to return true; } } } //Set the target desition from the actor ESM::Pathgrid::Point dest; dest.mX = target.getRefData().getPosition().pos[0]; dest.mY = target.getRefData().getPosition().pos[1]; dest.mZ = target.getRefData().getPosition().pos[2]; //Current position, for pathfilding stuff ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; //Build the path to get to the destination if(mPathFinder.getPath().empty()) mPathFinder.buildPath(start, dest, actor.getCell(), true); //*********************** // Checks if you can't get to the end position at all //*********************** if(mTimer > 0.25) { if(!mPathFinder.getPath().empty()) //Path has points in it { ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX) +(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY) +(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ) > 100*100) //End of the path is far from the destination mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go } mTimer = 0; } //************************ // Checks if you aren't moving; you're stuck //************************ if(mStuckTimer>0.5) //Checks every half of a second { if((mStuckPos.pos[0] - pos.pos[0])*(mStuckPos.pos[0] - pos.pos[0]) +(mStuckPos.pos[1] - pos.pos[1])*(mStuckPos.pos[1] - pos.pos[1]) +(mStuckPos.pos[2] - pos.pos[2])*(mStuckPos.pos[2] - pos.pos[2]) < 100) //NPC is stuck mPathFinder.buildPath(start, dest, actor.getCell(), true); mStuckTimer = 0; mStuckPos = pos; } //Checks if the path isn't over, turn tomards the direction that you're going if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2])) { zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); } if((dest.mX - pos.pos[0])*(dest.mX - pos.pos[0])+(dest.mY - pos.pos[1])*(dest.mY - pos.pos[1])+(dest.mZ - pos.pos[2])*(dest.mZ - pos.pos[2]) < 100*100) actor.getClass().getMovementSettings(actor).mPosition[1] = 0; else actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Check if you're far away if((dest.mX - start.mX)*(dest.mX - start.mX) +(dest.mY - start.mY)*(dest.mY - start.mY) +(dest.mZ - start.mZ)*(dest.mZ - start.mZ) > 1000*1000) actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run else if((dest.mX - start.mX)*(dest.mX - start.mX) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold +(dest.mY - start.mY)*(dest.mY - start.mY) +(dest.mZ - start.mZ)*(dest.mZ - start.mZ) < 800*800) actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk return false; } std::string MWMechanics::AiFollow::getFollowedActor() { return mActorId; } MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const { return new AiFollow(*this); } int MWMechanics::AiFollow::getTypeId() const { return TypeIdFollow; }