openmw-tes3coop/apps/openmw/mwmechanics/aipackage.cpp
scrawl 53f4b92426 AiEscort do not follow target through doors
Testing revealed a problem where the guard on the prison ship would incorrectly follow the player outside. Upon further investigation in vanilla MW, it appears that with AiEscort the actor only follows the target through doors once the AiEscort package has completed, *and* no new AI package is running yet.
2015-12-19 15:15:44 +01:00

155 lines
5.4 KiB
C++

#include "aipackage.hpp"
#include <cmath>
#include <components/esm/loadcell.hpp>
#include <components/esm/loadland.hpp>
#include <components/esm/loadmgef.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "../mwworld/action.hpp"
#include "steering.hpp"
#include "actorutil.hpp"
#include "coordinateconverter.hpp"
MWMechanics::AiPackage::~AiPackage() {}
MWWorld::Ptr MWMechanics::AiPackage::getTarget()
{
return MWWorld::Ptr();
}
bool MWMechanics::AiPackage::sideWithTarget() const
{
return false;
}
bool MWMechanics::AiPackage::followTargetThroughDoors() const
{
return false;
}
MWMechanics::AiPackage::AiPackage() : mTimer(0.26f) { //mTimer starts at .26 to force initial pathbuild
}
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration)
{
//Update various Timers
mTimer += duration; //Update timer
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
/// Stops the actor when it gets too close to a unloaded cell
//... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
//... units from player, and exterior cells are 8192 units long and wide.
//... But AI processing distance may increase in the future.
if (isNearInactiveCell(pos))
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
return false;
}
//***********************
/// Checks if you can't get to the end position at all, adds end position to end of path
/// Rebuilds path every quarter of a second, in case the target has moved
//***********************
if(mTimer > 0.25)
{
const ESM::Cell *cell = actor.getCell()->getCell();
if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved
mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
mPrevDest = dest;
}
if(!mPathFinder.getPath().empty()) //Path has points in it
{
ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path
if(distance(dest, lastPos) > 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; attempts to unstick you
//************************
if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished?
return true;
else
{
evadeObstacles(actor, duration, pos);
}
return false;
}
void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos)
{
zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
if (mObstacleCheck.check(actor, duration))
{
// first check if we're walking into a door
MWWorld::Ptr door = getNearbyDoor(actor);
if (door != MWWorld::Ptr()) // NOTE: checks interior cells only
{
if (!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty()
&& door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) {
MWBase::Environment::get().getWorld()->activateDoor(door, 1);
}
}
else // probably walking into another NPC
{
mObstacleCheck.takeEvasiveAction(movement);
}
}
else { //Not stuck, so reset things
movement.mPosition[1] = 1; //Just run forward
}
}
bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
{
return distance(mPrevDest, dest) > 10;
}
bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
{
const MagicEffects& magicEffects(target.getClass().getCreatureStats(target).getMagicEffects());
return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
}
bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
{
const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
if (playerCell->isExterior())
{
// get actor's distance from origin of center cell
osg::Vec3f actorOffset(actorPos.asVec3());
CoordinateConverter(playerCell).toLocal(actorOffset);
// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
// ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
// While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid.
const float distanceFromEdge = 200.0;
float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
return (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0])
|| (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]);
}
else
{
return false;
}
}