#include "aisequence.hpp" #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "aipackage.hpp" #include "aistate.hpp" #include "aiwander.hpp" #include "aiescort.hpp" #include "aitravel.hpp" #include "aifollow.hpp" #include "aiactivate.hpp" #include "aicombat.hpp" #include "aicombataction.hpp" #include "aipursue.hpp" #include "actorutil.hpp" namespace MWMechanics { void AiSequence::copy (const AiSequence& sequence) { for (std::list::const_iterator iter (sequence.mPackages.begin()); iter!=sequence.mPackages.end(); ++iter) mPackages.push_back ((*iter)->clone()); } AiSequence::AiSequence() : mDone (false), mRepeat(false), mLastAiPackage(-1) {} AiSequence::AiSequence (const AiSequence& sequence) { copy (sequence); mDone = sequence.mDone; mLastAiPackage = sequence.mLastAiPackage; mRepeat = sequence.mRepeat; } AiSequence& AiSequence::operator= (const AiSequence& sequence) { if (this!=&sequence) { clear(); copy (sequence); mDone = sequence.mDone; mLastAiPackage = sequence.mLastAiPackage; } return *this; } AiSequence::~AiSequence() { clear(); } int AiSequence::getTypeId() const { if (mPackages.empty()) return -1; return mPackages.front()->getTypeId(); } bool AiSequence::getCombatTarget(MWWorld::Ptr &targetActor) const { if (getTypeId() != AiPackage::TypeIdCombat) return false; targetActor = mPackages.front()->getTarget(); return !targetActor.isEmpty(); } bool AiSequence::getCombatTargets(std::vector &targetActors) const { for (std::list::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdCombat) targetActors.push_back((*it)->getTarget()); } return !targetActors.empty(); } std::list::const_iterator AiSequence::begin() const { return mPackages.begin(); } std::list::const_iterator AiSequence::end() const { return mPackages.end(); } void AiSequence::erase(std::list::const_iterator package) { // Not sure if manually terminated packages should trigger mDone, probably not? for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if (package == it) { delete *it; mPackages.erase(it); return; } } throw std::runtime_error("can't find package to erase"); } bool AiSequence::isInCombat() const { for(std::list::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == AiPackage::TypeIdCombat) return true; } return false; } bool AiSequence::hasPackage(int typeId) const { for (std::list::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == typeId) return true; } return false; } bool AiSequence::isInCombat(const MWWorld::Ptr &actor) const { for(std::list::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == AiPackage::TypeIdCombat) { if ((*it)->getTarget() == actor) return true; } } return false; } void AiSequence::stopCombat() { for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ) { if ((*it)->getTypeId() == AiPackage::TypeIdCombat) { delete *it; it = mPackages.erase(it); } else ++it; } } void AiSequence::stopPursuit() { for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ) { if ((*it)->getTypeId() == AiPackage::TypeIdPursue) { delete *it; it = mPackages.erase(it); } else ++it; } } bool AiSequence::isPackageDone() const { return mDone; } bool isActualAiPackage(int packageTypeId) { return (packageTypeId >= AiPackage::TypeIdWander && packageTypeId <= AiPackage::TypeIdActivate); } void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& characterController, float duration) { if(actor != getPlayer()) { if (mPackages.empty()) { mLastAiPackage = -1; return; } MWMechanics::AiPackage* package = mPackages.front(); int packageTypeId = package->getTypeId(); // workaround ai packages not being handled as in the vanilla engine if (isActualAiPackage(packageTypeId)) mLastAiPackage = packageTypeId; // if active package is combat one, choose nearest target if (packageTypeId == AiPackage::TypeIdCombat) { std::list::iterator itActualCombat; float nearestDist = std::numeric_limits::max(); osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3(); float bestRating = 0.f; for(std::list::iterator it = mPackages.begin(); it != mPackages.end();) { if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break; MWWorld::Ptr target = static_cast(*it)->getTarget(); // target disappeared (e.g. summoned creatures) if (target.isEmpty()) { delete *it; it = mPackages.erase(it); } else { float rating = MWMechanics::getBestActionRating(actor, target); const ESM::Position &targetPos = target.getRefData().getPosition(); float distTo = (targetPos.asVec3() - vActorPos).length(); // Small threshold for changing target if (it == mPackages.begin()) distTo = std::max(0.f, distTo - 50.f); // if a target has higher priority than current target or has same priority but closer if (rating > bestRating || ((distTo < nearestDist) && rating == bestRating)) { nearestDist = distTo; itActualCombat = it; bestRating = rating; } ++it; } } if (!mPackages.empty()) { if (nearestDist < std::numeric_limits::max() && mPackages.begin() != itActualCombat) { // move combat package with nearest target to the front mPackages.splice(mPackages.begin(), mPackages, itActualCombat); } package = mPackages.front(); } } try { if (package->execute (actor, characterController, mAiState, duration)) { // Put repeating noncombat AI packages on the end of the stack so they can be used again if (isActualAiPackage(packageTypeId) && (mRepeat || package->getRepeat())) { package->reset(); mPackages.push_back(package->clone()); } // To account for the rare case where AiPackage::execute() queued another AI package // (e.g. AiPursue executing a dialogue script that uses startCombat) std::list::iterator toRemove = std::find(mPackages.begin(), mPackages.end(), package); mPackages.erase(toRemove); delete package; if (isActualAiPackage(packageTypeId)) mDone = true; } else { mDone = false; } } catch (std::exception& e) { std::cerr << "Error during AiSequence::execute: " << e.what() << std::endl; } } } void AiSequence::clear() { for (std::list::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter) delete *iter; mPackages.clear(); } void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor, bool cancelOther) { if (actor == getPlayer()) throw std::runtime_error("Can't add AI packages to player"); // Stop combat when a non-combat AI package is added if (isActualAiPackage(package.getTypeId())) stopCombat(); // We should return a wandering actor back after combat, casting or pursuit. // The same thing for actors without AI packages. // Also there is no point to stack return packages. int currentTypeId = getTypeId(); int newTypeId = package.getTypeId(); if (currentTypeId <= MWMechanics::AiPackage::TypeIdWander && !hasPackage(MWMechanics::AiPackage::TypeIdInternalTravel) && (newTypeId <= MWMechanics::AiPackage::TypeIdCombat || newTypeId == MWMechanics::AiPackage::TypeIdPursue || newTypeId == MWMechanics::AiPackage::TypeIdCast)) { osg::Vec3f dest; if (currentTypeId == MWMechanics::AiPackage::TypeIdWander) { AiPackage* activePackage = getActivePackage(); dest = activePackage->getDestination(actor); } else { dest = actor.getRefData().getPosition().asVec3(); } MWMechanics::AiTravel travelPackage(dest.x(), dest.y(), dest.z(), true); stack(travelPackage, actor, false); } // remove previous packages if required if (cancelOther && package.shouldCancelPreviousAi()) { for(std::list::iterator it = mPackages.begin(); it != mPackages.end();) { if((*it)->canCancel()) { delete *it; it = mPackages.erase(it); } else ++it; } mRepeat=false; } // insert new package in correct place depending on priority for(std::list::iterator it = mPackages.begin(); it != mPackages.end(); ++it) { // We should keep current AiCast package, if we try to add a new one. if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdCast && package.getTypeId() == MWMechanics::AiPackage::TypeIdCast) { continue; } if((*it)->getPriority() <= package.getPriority()) { mPackages.insert(it,package.clone()); return; } } mPackages.push_back (package.clone()); // Make sure that temporary storage is empty if (cancelOther) { mAiState.moveIn(new AiCombatStorage()); mAiState.moveIn(new AiFollowStorage()); mAiState.moveIn(new AiWanderStorage()); } } AiPackage* MWMechanics::AiSequence::getActivePackage() { if(mPackages.empty()) throw std::runtime_error(std::string("No AI Package!")); else return mPackages.front(); } void AiSequence::fill(const ESM::AIPackageList &list) { // If there is more than one package in the list, enable repeating if (!list.mList.empty() && list.mList.begin() != (list.mList.end()-1)) mRepeat = true; for (std::vector::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it) { MWMechanics::AiPackage* package; if (it->mType == ESM::AI_Wander) { ESM::AIWander data = it->mWander; std::vector idles; idles.reserve(8); for (int i=0; i<8; ++i) idles.push_back(data.mIdle[i]); package = new MWMechanics::AiWander(data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat != 0); } else if (it->mType == ESM::AI_Escort) { ESM::AITarget data = it->mTarget; package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ); } else if (it->mType == ESM::AI_Travel) { ESM::AITravel data = it->mTravel; package = new MWMechanics::AiTravel(data.mX, data.mY, data.mZ); } else if (it->mType == ESM::AI_Activate) { ESM::AIActivate data = it->mActivate; package = new MWMechanics::AiActivate(data.mName.toString()); } else //if (it->mType == ESM::AI_Follow) { ESM::AITarget data = it->mTarget; package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ); } mPackages.push_back(package); } } void AiSequence::writeState(ESM::AiSequence::AiSequence &sequence) const { for (std::list::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter) { (*iter)->writeState(sequence); } sequence.mLastAiPackage = mLastAiPackage; } void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence) { if (!sequence.mPackages.empty()) clear(); // If there is more than one non-combat, non-pursue package in the list, enable repeating. int count = 0; for (std::vector::const_iterator it = sequence.mPackages.begin(); it != sequence.mPackages.end(); ++it) { if (isActualAiPackage(it->mType)) count++; } if (count > 1) mRepeat = true; // Load packages for (std::vector::const_iterator it = sequence.mPackages.begin(); it != sequence.mPackages.end(); ++it) { std::unique_ptr package (nullptr); switch (it->mType) { case ESM::AiSequence::Ai_Wander: { package.reset(new AiWander(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Travel: { package.reset(new AiTravel(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Escort: { package.reset(new AiEscort(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Follow: { package.reset(new AiFollow(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Activate: { package.reset(new AiActivate(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Combat: { package.reset(new AiCombat(static_cast(it->mPackage))); break; } case ESM::AiSequence::Ai_Pursue: { package.reset(new AiPursue(static_cast(it->mPackage))); break; } default: break; } if (!package.get()) continue; mPackages.push_back(package.release()); } mLastAiPackage = sequence.mLastAiPackage; } void AiSequence::fastForward(const MWWorld::Ptr& actor) { if (!mPackages.empty()) { MWMechanics::AiPackage* package = mPackages.front(); package->fastForward(actor, mAiState); } } } // namespace MWMechanics