#include "aiwander.hpp" #include #include #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/cellstore.hpp" #include "pathgrid.hpp" #include "creaturestats.hpp" #include "steering.hpp" #include "movement.hpp" #include "coordinateconverter.hpp" #include "actorutil.hpp" namespace MWMechanics { static const int COUNT_BEFORE_RESET = 10; static const float DOOR_CHECK_INTERVAL = 1.5f; static const int GREETING_SHOULD_START = 4; //how many reaction intervals should pass before NPC can greet player static const int GREETING_SHOULD_END = 10; // to prevent overcrowding static const int DESTINATION_TOLERANCE = 64; // distance must be long enough that NPC will need to move to get there. static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2; const std::string AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] = { std::string("idle2"), std::string("idle3"), std::string("idle4"), std::string("idle5"), std::string("idle6"), std::string("idle7"), std::string("idle8"), std::string("idle9"), }; AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector& idle, bool repeat): mDistance(distance), mDuration(duration), mRemainingDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat), mStoredInitialActorPosition(false), mInitialActorPosition(osg::Vec3f(0, 0, 0)), mHasDestination(false), mDestination(osg::Vec3f(0, 0, 0)) { mIdle.resize(8, 0); init(); } void AiWander::init() { // NOTE: mDistance and mDuration must be set already if(mDistance < 0) mDistance = 0; if(mDuration < 0) mDuration = 0; } AiPackage * MWMechanics::AiWander::clone() const { return new AiWander(*this); } /* * AiWander high level states (0.29.0). Not entirely accurate in some cases * e.g. non-NPC actors do not greet and some creatures may be moving even in * the IdleNow state. * * [select node, * build path] * +---------->MoveNow----------->Walking * | | * [allowed | | * nodes] | [hello if near] | * start--->ChooseAction----->IdleNow | * ^ ^ | | * | | | | * | +-----------+ | * | | * +----------------------------------+ * * * New high level states. Not exactly as per vanilla (e.g. door stuff) * but the differences are required because our physics does not work like * vanilla and therefore have to compensate/work around. * * [select node, [if stuck evade * build path] or remove nodes if near door] * +---------->MoveNow<---------->Walking * | ^ | | * | |(near door) | | * [allowed | | | | * nodes] | [hello if near] | | * start--->ChooseAction----->IdleNow | | * ^ ^ | ^ | | * | | | | (stuck near | | * | +-----------+ +---------------+ | * | player) | * +----------------------------------+ * * NOTE: non-time critical operations are run once every 250ms or so. * * TODO: It would be great if door opening/closing can be detected and pathgrid * links dynamically updated. Currently (0.29.0) AiWander allows choosing a * destination beyond closed doors which sometimes makes the actors stuck at the * door and impossible for the player to open the door. * * For now detect being stuck at the door and simply delete the nodes from the * allowed set. The issue is when the door opens the allowed set is not * re-calculated. However this would not be an issue in most cases since hostile * actors will enter combat (i.e. no longer wandering) and different pathfinding * will kick in. */ bool AiWander::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { // get or create temporary storage AiWanderStorage& storage = state.get(); const MWWorld::CellStore*& currentCell = storage.mCell; MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor); if(cStats.isDead() || cStats.getHealth().getCurrent() <= 0) return true; // Don't bother with dead actors bool cellChange = currentCell && (actor.getCell() != currentCell); if(!currentCell || cellChange) { stopWalking(actor, storage); currentCell = actor.getCell(); storage.mPopulateAvailableNodes = true; mStoredInitialActorPosition = false; } mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600); cStats.setDrawState(DrawState_Nothing); cStats.setMovementFlag(CreatureStats::Flag_Run, false); ESM::Position pos = actor.getRefData().getPosition(); // If there is already a destination due to the package having been interrupted by a combat or pursue package, // rebuild a path to it if (!mPathFinder.isPathConstructed() && mHasDestination) { ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mDestination)); ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos)); mPathFinder.buildSyncedPath(start, dest, actor.getCell(), getPathGridGraph(actor.getCell())); if (mPathFinder.isPathConstructed()) storage.setState(AiWanderStorage::Wander_Walking); } doPerFrameActionsForState(actor, duration, storage, pos); playIdleDialogueRandomly(actor); float& lastReaction = storage.mReaction; lastReaction += duration; if (AI_REACTION_TIME <= lastReaction) { lastReaction = 0; return reactionTimeActions(actor, storage, currentCell, cellChange, pos, duration); } else return false; } bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos, float duration) { if (mDistance <= 0) storage.mCanWanderAlongPathGrid = false; if (isPackageCompleted(actor, storage)) { // Reset package so it can be used again mRemainingDuration=mDuration; init(); return true; } if (!mStoredInitialActorPosition) { mInitialActorPosition = actor.getRefData().getPosition().asVec3(); mStoredInitialActorPosition = true; } // Initialization to discover & store allowed node points for this actor. if (storage.mPopulateAvailableNodes) { getAllowedNodes(actor, currentCell->getCell(), storage); } bool actorCanMoveByZ = (actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor)) || MWBase::Environment::get().getWorld()->isFlying(actor); if(actorCanMoveByZ && mDistance > 0) { // Typically want to idle for a short time before the next wander if (Misc::Rng::rollDice(100) >= 92 && storage.mState != AiWanderStorage::Wander_Walking) { wanderNearStart(actor, storage, mDistance); } storage.mCanWanderAlongPathGrid = false; } // If the package has a wander distance but no pathgrid is available, // randomly idle or wander near spawn point else if(storage.mAllowedNodes.empty() && mDistance > 0 && !storage.mIsWanderingManually) { // Typically want to idle for a short time before the next wander if (Misc::Rng::rollDice(100) >= 96) { wanderNearStart(actor, storage, mDistance); } else { storage.setState(AiWanderStorage::Wander_IdleNow); } } else if (storage.mAllowedNodes.empty() && !storage.mIsWanderingManually) { storage.mCanWanderAlongPathGrid = false; } // If Wandering manually and hit an obstacle, stop if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration, 2.0f)) { completeManualWalking(actor, storage); } // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles. if(mDistance && cellChange) mDistance = 0; // Allow interrupting a walking actor to trigger a greeting AiWanderStorage::WanderState& wanderState = storage.mState; if ((wanderState == AiWanderStorage::Wander_IdleNow) || (wanderState == AiWanderStorage::Wander_Walking)) { playGreetingIfPlayerGetsTooClose(actor, storage); } if ((wanderState == AiWanderStorage::Wander_MoveNow) && storage.mCanWanderAlongPathGrid) { // Construct a new path if there isn't one if(!mPathFinder.isPathConstructed()) { if (!storage.mAllowedNodes.empty()) { setPathToAnAllowedNode(actor, storage, pos); } } } else if (storage.mIsWanderingManually && mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE)) { completeManualWalking(actor, storage); } return false; // AiWander package not yet completed } bool AiWander::getRepeat() const { return mRepeat; } osg::Vec3f AiWander::getDestination(const MWWorld::Ptr& actor) const { if (mHasDestination) return mDestination; const ESM::Pathgrid::Point currentPosition = actor.getRefData().getPosition().pos; const osg::Vec3f currentPositionVec3f = osg::Vec3f(currentPosition.mX, currentPosition.mY, currentPosition.mZ); return currentPositionVec3f; } bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage) { if (mDuration) { // End package if duration is complete if (mRemainingDuration <= 0) { stopWalking(actor, storage); return true; } } // if get here, not yet completed return false; } /* * Commands actor to walk to a random location near original spawn location. */ void AiWander::wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance) { const ESM::Pathgrid::Point currentPosition = actor.getRefData().getPosition().pos; const osg::Vec3f currentPositionVec3f = osg::Vec3f(currentPosition.mX, currentPosition.mY, currentPosition.mZ); std::size_t attempts = 10; // If a unit can't wander out of water, don't want to hang here ESM::Pathgrid::Point destinationPosition; bool isWaterCreature = actor.getClass().isPureWaterCreature(actor); do { // Determine a random location within radius of original position const float pi = 3.14159265359f; const float wanderRadius = (0.2f + Misc::Rng::rollClosedProbability() * 0.8f) * wanderDistance; const float randomDirection = Misc::Rng::rollClosedProbability() * 2.0f * pi; const float destinationX = mInitialActorPosition.x() + wanderRadius * std::cos(randomDirection); const float destinationY = mInitialActorPosition.y() + wanderRadius * std::sin(randomDirection); const float destinationZ = mInitialActorPosition.z(); destinationPosition = ESM::Pathgrid::Point(destinationX, destinationY, destinationZ); mDestination = osg::Vec3f(destinationX, destinationY, destinationZ); // Check if land creature will walk onto water or if water creature will swim onto land if ((!isWaterCreature && !destinationIsAtWater(actor, mDestination)) || (isWaterCreature && !destinationThroughGround(currentPositionVec3f, mDestination))) { mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(), getPathGridGraph(actor.getCell())); mPathFinder.addPointToPath(destinationPosition); if (mPathFinder.isPathConstructed()) { storage.setState(AiWanderStorage::Wander_Walking, true); mHasDestination = true; } return; } } while (--attempts); } /* * Returns true if the position provided is above water. */ bool AiWander::destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination) { float heightToGroundOrWater = MWBase::Environment::get().getWorld()->getDistToNearestRayHit(destination, osg::Vec3f(0,0,-1), 1000.0, true); osg::Vec3f positionBelowSurface = destination; positionBelowSurface[2] = positionBelowSurface[2] - heightToGroundOrWater - 1.0f; return MWBase::Environment::get().getWorld()->isUnderwater(actor.getCell(), positionBelowSurface); } /* * Returns true if the start to end point travels through a collision point (land). */ bool AiWander::destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination) { return MWBase::Environment::get().getWorld()->castRay(startPoint.x(), startPoint.y(), startPoint.z(), destination.x(), destination.y(), destination.z()); } void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) { stopWalking(actor, storage); mObstacleCheck.clear(); storage.setState(AiWanderStorage::Wander_IdleNow); } void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos) { switch (storage.mState) { case AiWanderStorage::Wander_IdleNow: onIdleStatePerFrameActions(actor, duration, storage); break; case AiWanderStorage::Wander_Walking: onWalkingStatePerFrameActions(actor, duration, storage, pos); break; case AiWanderStorage::Wander_ChooseAction: onChooseActionStatePerFrameActions(actor, storage); break; case AiWanderStorage::Wander_MoveNow: break; // nothing to do default: // should never get here assert(false); break; } } void AiWander::onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage) { // Check if an idle actor is too close to a door - if so start walking storage.mDoorCheckDuration += duration; if (storage.mDoorCheckDuration >= DOOR_CHECK_INTERVAL) { storage.mDoorCheckDuration = 0; // restart timer static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); if (mDistance && // actor is not intended to be stationary proximityToDoor(actor, distance*1.6f)) { storage.setState(AiWanderStorage::Wander_MoveNow); storage.mTrimCurrentNode = false; // just in case return; } } bool& rotate = storage.mTurnActorGivingGreetingToFacePlayer; if (rotate) { // Reduce the turning animation glitch by using a *HUGE* value of // epsilon... TODO: a proper fix might be in either the physics or the // animation subsystem if (zTurn(actor, storage.mTargetAngleRadians, osg::DegreesToRadians(5.f))) rotate = false; } // Check if idle animation finished AiWanderStorage::GreetingState& greetingState = storage.mSaidGreeting; if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == AiWanderStorage::Greet_Done || greetingState == AiWanderStorage::Greet_None)) { if (mPathFinder.isPathConstructed()) storage.setState(AiWanderStorage::Wander_Walking); else storage.setState(AiWanderStorage::Wander_ChooseAction); } } void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos) { // Is there no destination or are we there yet? if ((!mPathFinder.isPathConstructed()) || pathTo(actor, ESM::Pathgrid::Point(mPathFinder.getPath().back()), duration, DESTINATION_TOLERANCE)) { stopWalking(actor, storage); storage.setState(AiWanderStorage::Wander_ChooseAction); } else { // have not yet reached the destination evadeObstacles(actor, storage, duration, pos); } } void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage) { unsigned short idleAnimation = getRandomIdle(); storage.mIdleAnimation = idleAnimation; if (!idleAnimation && mDistance) { storage.setState(AiWanderStorage::Wander_MoveNow); return; } if(idleAnimation) { if(std::find(storage.mBadIdles.begin(), storage.mBadIdles.end(), idleAnimation)==storage.mBadIdles.end()) { if(!playIdle(actor, idleAnimation)) { storage.mBadIdles.push_back(idleAnimation); storage.setState(AiWanderStorage::Wander_ChooseAction); return; } } } storage.setState(AiWanderStorage::Wander_IdleNow); } void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos) { if (mObstacleCheck.isEvading()) { // first check if we're walking into a door static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); if (proximityToDoor(actor, distance)) { // remove allowed points then select another random destination storage.mTrimCurrentNode = true; trimAllowedNodes(storage.mAllowedNodes, mPathFinder); mObstacleCheck.clear(); stopWalking(actor, storage); storage.setState(AiWanderStorage::Wander_MoveNow); } storage.mStuckCount++; // TODO: maybe no longer needed } // if stuck for sufficiently long, act like current location was the destination if (storage.mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset { mObstacleCheck.clear(); stopWalking(actor, storage); storage.setState(AiWanderStorage::Wander_ChooseAction); storage.mStuckCount = 0; } } void AiWander::playIdleDialogueRandomly(const MWWorld::Ptr& actor) { int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified(); if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor) && MWBase::Environment::get().getSoundManager()->sayDone(actor)) { MWWorld::Ptr player = getPlayer(); static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore() .get().find("fVoiceIdleOdds")->getFloat(); float roll = Misc::Rng::rollProbability() * 10000.0f; // In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds // due to the roll being an integer. // Our implementation does not have these issues, so needs to be recalibrated. We chose to // use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration. float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f); // Only say Idle voices when player is in LOS // A bit counterintuitive, likely vanilla did this to reduce the appearance of // voices going through walls? const ESM::Position& pos = actor.getRefData().getPosition(); if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2() < 3000 * 3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead && MWBase::Environment::get().getWorld()->getLOS(player, actor)) MWBase::Environment::get().getDialogueManager()->say(actor, "idle"); } } void AiWander::playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage) { // Play a random voice greeting if the player gets too close int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified(); float helloDistance = static_cast(hello); static int iGreetDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore() .get().find("iGreetDistanceMultiplier")->getInt(); helloDistance *= iGreetDistanceMultiplier; MWWorld::Ptr player = getPlayer(); osg::Vec3f playerPos(player.getRefData().getPosition().asVec3()); osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); float playerDistSqr = (playerPos - actorPos).length2(); int& greetingTimer = storage.mGreetingTimer; AiWanderStorage::GreetingState& greetingState = storage.mSaidGreeting; if (greetingState == AiWanderStorage::Greet_None) { if ((playerDistSqr <= helloDistance*helloDistance) && !player.getClass().getCreatureStats(player).isDead() && MWBase::Environment::get().getWorld()->getLOS(player, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, actor)) greetingTimer++; if (greetingTimer >= GREETING_SHOULD_START) { greetingState = AiWanderStorage::Greet_InProgress; MWBase::Environment::get().getDialogueManager()->say(actor, "hello"); greetingTimer = 0; } } if (greetingState == AiWanderStorage::Greet_InProgress) { greetingTimer++; if (storage.mState == AiWanderStorage::Wander_Walking) { stopWalking(actor, storage, false); mObstacleCheck.clear(); storage.setState(AiWanderStorage::Wander_IdleNow); } turnActorToFacePlayer(actorPos, playerPos, storage); if (greetingTimer >= GREETING_SHOULD_END) { greetingState = AiWanderStorage::Greet_Done; greetingTimer = 0; } } if (greetingState == AiWanderStorage::Greet_Done) { float resetDist = 2 * helloDistance; if (playerDistSqr >= resetDist*resetDist) greetingState = AiWanderStorage::Greet_None; } } void AiWander::turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage) { osg::Vec3f dir = playerPosition - actorPosition; float faceAngleRadians = std::atan2(dir.x(), dir.y()); storage.mTargetAngleRadians = faceAngleRadians; storage.mTurnActorGivingGreetingToFacePlayer = true; } void AiWander::setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos) { unsigned int randNode = Misc::Rng::rollDice(storage.mAllowedNodes.size()); ESM::Pathgrid::Point dest(storage.mAllowedNodes[randNode]); ToWorldCoordinates(dest, storage.mCell->getCell()); // actor position is already in world coordinates ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actorPos)); // don't take shortcuts for wandering mPathFinder.buildSyncedPath(start, dest, actor.getCell(), getPathGridGraph(actor.getCell())); if (mPathFinder.isPathConstructed()) { mDestination = osg::Vec3f(dest.mX, dest.mY, dest.mZ); mHasDestination = true; // Remove this node as an option and add back the previously used node (stops NPC from picking the same node): ESM::Pathgrid::Point temp = storage.mAllowedNodes[randNode]; storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode); // check if mCurrentNode was taken out of mAllowedNodes if (storage.mTrimCurrentNode && storage.mAllowedNodes.size() > 1) storage.mTrimCurrentNode = false; else storage.mAllowedNodes.push_back(storage.mCurrentNode); storage.mCurrentNode = temp; storage.setState(AiWanderStorage::Wander_Walking); } // Choose a different node and delete this one from possible nodes because it is uncreachable: else storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode); } void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell) { CoordinateConverter(cell).toWorld(point); } void AiWander::trimAllowedNodes(std::vector& nodes, const PathFinder& pathfinder) { // TODO: how to add these back in once the door opens? // Idea: keep a list of detected closed doors (see aicombat.cpp) // Every now and then check whether one of the doors is opened. (maybe // at the end of playing idle?) If the door is opened then re-calculate // allowed nodes starting from the spawn point. std::list paths = pathfinder.getPath(); while(paths.size() >= 2) { ESM::Pathgrid::Point pt = paths.back(); for(unsigned int j = 0; j < nodes.size(); j++) { // FIXME: doesn't handle a door with the same X/Y // coordinates but with a different Z if(nodes[j].mX == pt.mX && nodes[j].mY == pt.mY) { nodes.erase(nodes.begin() + j); break; } } paths.pop_back(); } } int AiWander::getTypeId() const { return TypeIdWander; } void AiWander::stopWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage, bool clearPath) { if (clearPath) { mPathFinder.clearPath(); mHasDestination = false; } actor.getClass().getMovementSettings(actor).mPosition[1] = 0; } bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect) { if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle)) { const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle]; return MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, groupName, 0, 1); } else { std::cerr<< "Error: Attempted to play out of range idle animation \""<checkAnimationPlaying(actor, groupName); } else { return false; } } short unsigned AiWander::getRandomIdle() { unsigned short idleRoll = 0; short unsigned selectedAnimation = 0; for(unsigned int counter = 0; counter < mIdle.size(); counter++) { static float fIdleChanceMultiplier = MWBase::Environment::get().getWorld()->getStore() .get().find("fIdleChanceMultiplier")->getFloat(); unsigned short idleChance = static_cast(fIdleChanceMultiplier * mIdle[counter]); unsigned short randSelect = (int)(Misc::Rng::rollProbability() * int(100 / fIdleChanceMultiplier)); if(randSelect < idleChance && randSelect > idleRoll) { selectedAnimation = counter + GroupIndex_MinIdle; idleRoll = randSelect; } } return selectedAnimation; } void AiWander::fastForward(const MWWorld::Ptr& actor, AiState &state) { // Update duration counter mRemainingDuration--; if (mDistance == 0) return; AiWanderStorage& storage = state.get(); if (storage.mPopulateAvailableNodes) getAllowedNodes(actor, actor.getCell()->getCell(), storage); if (storage.mAllowedNodes.empty()) return; int index = Misc::Rng::rollDice(storage.mAllowedNodes.size()); ESM::Pathgrid::Point dest = storage.mAllowedNodes[index]; ESM::Pathgrid::Point worldDest = dest; ToWorldCoordinates(worldDest, actor.getCell()->getCell()); bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60); // add offset only if the selected pathgrid is occupied by another actor if (isPathGridOccupied) { ESM::Pathgrid::PointList points; getNeighbouringNodes(dest, actor.getCell(), points); // there are no neighbouring nodes, nowhere to move if (points.empty()) return; int initialSize = points.size(); bool isOccupied = false; // AI will try to move the NPC towards every neighboring node until suitable place will be found for (int i = 0; i < initialSize; i++) { int randomIndex = Misc::Rng::rollDice(points.size()); ESM::Pathgrid::Point connDest = points[randomIndex]; // add an offset towards random neighboring node osg::Vec3f dir = PathFinder::MakeOsgVec3(connDest) - PathFinder::MakeOsgVec3(dest); float length = dir.length(); dir.normalize(); for (int j = 1; j <= 3; j++) { // move for 5-15% towards random neighboring node dest = PathFinder::MakePathgridPoint(PathFinder::MakeOsgVec3(dest) + dir * (j * 5 * length / 100.f)); worldDest = dest; ToWorldCoordinates(worldDest, actor.getCell()->getCell()); isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60); if (!isOccupied) break; } if (!isOccupied) break; // Will try an another neighboring node points.erase(points.begin()+randomIndex); } // there is no free space, nowhere to move if (isOccupied) return; } // place above to prevent moving inside objects, e.g. stairs, because a vector between pathgrids can be underground. // Adding 20 in adjustPosition() is not enough. dest.mZ += 60; ToWorldCoordinates(dest, actor.getCell()->getCell()); state.moveIn(new AiWanderStorage()); MWBase::Environment::get().getWorld()->moveObject(actor, static_cast(dest.mX), static_cast(dest.mY), static_cast(dest.mZ)); actor.getClass().adjustPosition(actor, false); } void AiWander::getNeighbouringNodes(ESM::Pathgrid::Point dest, const MWWorld::CellStore* currentCell, ESM::Pathgrid::PointList& points) { const ESM::Pathgrid *pathgrid = MWBase::Environment::get().getWorld()->getStore().get().search(*currentCell->getCell()); int index = PathFinder::GetClosestPoint(pathgrid, PathFinder::MakeOsgVec3(dest)); getPathGridGraph(currentCell).getNeighbouringPoints(index, points); } void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage) { // infrequently used, therefore no benefit in caching it as a member const ESM::Pathgrid * pathgrid = MWBase::Environment::get().getWorld()->getStore().get().search(*cell); const MWWorld::CellStore* cellStore = actor.getCell(); storage.mAllowedNodes.clear(); // 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 // Note: In order to wander, need at least two points. if(!pathgrid || (pathgrid->mPoints.size() < 2)) storage.mCanWanderAlongPathGrid = false; // 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). // ... pathgrids don't usually include water, so swimmers ignore them if (mDistance && storage.mCanWanderAlongPathGrid && !actor.getClass().isPureWaterCreature(actor)) { // get NPC's position in local (i.e. cell) coordinates osg::Vec3f npcPos(mInitialActorPosition); CoordinateConverter(cell).toLocal(npcPos); // Find closest pathgrid point int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, npcPos); // mAllowedNodes for this actor with pathgrid point indexes based on mDistance // and if the point is connected to the closest current point // NOTE: mPoints and mAllowedNodes are in local coordinates int pointIndex = 0; for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++) { osg::Vec3f nodePos(PathFinder::MakeOsgVec3(pathgrid->mPoints[counter])); if((npcPos - nodePos).length2() <= mDistance * mDistance && getPathGridGraph(cellStore).isPointConnected(closestPointIndex, counter)) { storage.mAllowedNodes.push_back(pathgrid->mPoints[counter]); pointIndex = counter; } } if (storage.mAllowedNodes.size() == 1) { AddNonPathGridAllowedPoints(npcPos, pathgrid, pointIndex, storage); } if(!storage.mAllowedNodes.empty()) { SetCurrentNodeToClosestAllowedNode(npcPos, storage); } } storage.mPopulateAvailableNodes = false; } // When only one path grid point in wander distance, // additional points for NPC to wander to are: // 1. NPC's initial location // 2. Partway along the path between the point and its connected points. void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex, AiWanderStorage& storage) { storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos)); for (std::vector::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it) { if (it->mV0 == pointIndex) { AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1], storage); } } } void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage) { osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start); osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart; float length = delta.length(); delta.normalize(); int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE); // must not travel longer than distance between waypoints or NPC goes past waypoint distance = std::min(distance, static_cast(length)); delta *= distance; storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta)); } void AiWander::SetCurrentNodeToClosestAllowedNode(const osg::Vec3f& npcPos, AiWanderStorage& storage) { float distanceToClosestNode = std::numeric_limits::max(); unsigned int index = 0; for (unsigned int counterThree = 0; counterThree < storage.mAllowedNodes.size(); counterThree++) { osg::Vec3f nodePos(PathFinder::MakeOsgVec3(storage.mAllowedNodes[counterThree])); float tempDist = (npcPos - nodePos).length2(); if (tempDist < distanceToClosestNode) { index = counterThree; distanceToClosestNode = tempDist; } } storage.mCurrentNode = storage.mAllowedNodes[index]; storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + index); } void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const { float remainingDuration; if (mRemainingDuration > 0 && mRemainingDuration < 24) remainingDuration = mRemainingDuration; else remainingDuration = mDuration; std::unique_ptr wander(new ESM::AiSequence::AiWander()); wander->mData.mDistance = mDistance; wander->mData.mDuration = mDuration; wander->mData.mTimeOfDay = mTimeOfDay; wander->mDurationData.mRemainingDuration = remainingDuration; assert (mIdle.size() == 8); for (int i=0; i<8; ++i) wander->mData.mIdle[i] = mIdle[i]; wander->mData.mShouldRepeat = mRepeat; wander->mStoredInitialActorPosition = mStoredInitialActorPosition; if (mStoredInitialActorPosition) wander->mInitialActorPosition = mInitialActorPosition; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Wander; package.mPackage = wander.release(); sequence.mPackages.push_back(package); } AiWander::AiWander (const ESM::AiSequence::AiWander* wander) : mDistance(wander->mData.mDistance) , mDuration(wander->mData.mDuration) , mRemainingDuration(wander->mDurationData.mRemainingDuration) , mTimeOfDay(wander->mData.mTimeOfDay) , mRepeat(wander->mData.mShouldRepeat != 0) , mStoredInitialActorPosition(wander->mStoredInitialActorPosition) , mHasDestination(false) , mDestination(osg::Vec3f(0, 0, 0)) { if (mStoredInitialActorPosition) mInitialActorPosition = wander->mInitialActorPosition; for (int i=0; i<8; ++i) mIdle.push_back(wander->mData.mIdle[i]); if (mRemainingDuration <= 0 || mRemainingDuration >= 24) mRemainingDuration = mDuration; init(); } }