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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-29 18:32:36 +00:00

Merge remote-tracking branch 'dteviot/refactoringAiWander'

This commit is contained in:
Marc Zinnschlag 2015-07-30 10:26:40 +02:00
commit 26ea3aa1ad
4 changed files with 229 additions and 147 deletions

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@ -40,6 +40,7 @@ namespace
return -std::asin(dir.z() / len);
}
const float REACTION_INTERVAL = 0.25f;
const float PATHFIND_Z_REACH = 50.0f;
// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
@ -176,10 +177,8 @@ namespace MWMechanics
// get or create temporary storage
AiCombatStorage& storage = state.get<AiCombatStorage>();
//General description
if(actor.getClass().getCreatureStats(actor).isDead())
if (actor.getClass().getCreatureStats(actor).isDead())
return true;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
@ -191,9 +190,6 @@ namespace MWMechanics
|| target.getClass().getCreatureStats(target).isDead())
return true;
const MWWorld::Class& actorClass = actor.getClass();
MWBase::World* world = MWBase::Environment::get().getWorld();
//Update every frame
bool& combatMove = storage.mCombatMove;
@ -210,23 +206,9 @@ namespace MWMechanics
}
}
actorClass.getMovementSettings(actor) = movement;
actorClass.getMovementSettings(actor).mRotation[0] = 0;
actorClass.getMovementSettings(actor).mRotation[2] = 0;
UpdateActorsMovement(actor, movement);
if(movement.mRotation[2] != 0)
{
if(zTurn(actor, movement.mRotation[2])) movement.mRotation[2] = 0;
}
if(movement.mRotation[0] != 0)
{
if(smoothTurn(actor, movement.mRotation[0], 0)) movement.mRotation[0] = 0;
}
bool& attack = storage.mAttack;
bool& readyToAttack = storage.mReadyToAttack;
if (attack && (characterController.getAttackStrength() >= storage.mStrength || characterController.readyToPrepareAttack()))
attack = false;
@ -236,14 +218,22 @@ namespace MWMechanics
actionCooldown -= duration;
float& timerReact = storage.mTimerReact;
float tReaction = 0.25f;
if(timerReact < tReaction)
if(timerReact < REACTION_INTERVAL)
{
timerReact += duration;
return false;
}
else
{
timerReact = 0;
return reactionTimeActions(actor, characterController, storage, target);
}
}
//Update with period = tReaction
bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
AiCombatStorage& storage, MWWorld::Ptr target)
{
MWMechanics::Movement& movement = storage.mMovement;
// Stop attacking if target is not seen
if (target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
@ -253,7 +243,6 @@ namespace MWMechanics
return false; // TODO: run away instead of doing nothing
}
timerReact = 0;
const MWWorld::CellStore*& currentCell = storage.mCell;
bool cellChange = currentCell && (actor.getCell() != currentCell);
if(!currentCell || cellChange)
@ -261,8 +250,10 @@ namespace MWMechanics
currentCell = actor.getCell();
}
const MWWorld::Class& actorClass = actor.getClass();
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
float& actionCooldown = storage.mActionCooldown;
if (actionCooldown > 0)
return false;
@ -284,6 +275,7 @@ namespace MWMechanics
float weapRange = 1.0f;
// Get weapon characteristics
MWBase::World* world = MWBase::Environment::get().getWorld();
if (actorClass.hasInventoryStore(actor))
{
//Get weapon range
@ -334,13 +326,14 @@ namespace MWMechanics
float& strength = storage.mStrength;
bool& readyToAttack = storage.mReadyToAttack;
// start new attack
if(readyToAttack && characterController.readyToStartAttack())
{
if (storage.mAttackCooldown <= 0)
{
attack = true; // attack starts just now
characterController.setAttackingOrSpell(attack);
storage.mAttack = true; // attack starts just now
characterController.setAttackingOrSpell(true);
if (!distantCombat)
chooseBestAttack(weapon, movement);
@ -364,7 +357,7 @@ namespace MWMechanics
storage.mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
}
else
storage.mAttackCooldown -= tReaction;
storage.mAttackCooldown -= REACTION_INTERVAL;
}
@ -408,7 +401,7 @@ namespace MWMechanics
bool isStuck = false;
float speed = 0.0f;
if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2)
isStuck = true;
lastActorPos = vActorPos;
@ -445,7 +438,7 @@ namespace MWMechanics
if (distantCombat)
{
osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength);
osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype, strength);
lastTargetPos = vTargetPos;
movement.mRotation[0] = getXAngleToDir(vAimDir);
movement.mRotation[2] = getZAngleToDir(vAimDir);
@ -466,8 +459,8 @@ namespace MWMechanics
{
if(movement.mPosition[0] || movement.mPosition[1])
{
timerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
combatMove = true;
storage.mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
storage.mCombatMove = true;
}
// only NPCs are smart enough to use dodge movements
else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
@ -476,8 +469,8 @@ namespace MWMechanics
if (Misc::Rng::rollClosedProbability() < 0.25)
{
movement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
timerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
combatMove = true;
storage.mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
storage.mCombatMove = true;
}
}
@ -505,7 +498,7 @@ namespace MWMechanics
{
if(speed == 0.0f) speed = actorClass.getSpeed(actor);
// maximum dist before pit/obstacle for actor to avoid them depending on his speed
float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vDirToTarget.x(), vDirToTarget.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
}
@ -566,8 +559,8 @@ namespace MWMechanics
if (readyToAttack)
{
// to stop possible sideway moving after target moved out of attack range
combatMove = true;
timerCombatMove = 0;
storage.mCombatMove = true;
storage.mTimerCombatMove = 0;
}
readyToAttack = false;
}
@ -575,6 +568,29 @@ namespace MWMechanics
return false;
}
void AiCombat::UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& desiredMovement)
{
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
actorMovementSettings = desiredMovement;
RotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
RotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
}
void AiCombat::RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement)
{
actorMovementSettings.mRotation[axis] = 0;
float& targetAngleRadians = desiredMovement.mRotation[axis];
if (targetAngleRadians != 0)
{
if (smoothTurn(actor, targetAngleRadians, axis))
{
// actor now facing desired direction, no need to turn any more
targetAngleRadians = 0;
}
}
}
bool AiCombat::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
{
if (!mPathFinder.getPath().empty())

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@ -26,6 +26,8 @@ namespace MWMechanics
{
class Action;
struct AiCombatStorage;
/// \brief Causes the actor to fight another actor
class AiCombat : public AiPackage
{
@ -58,8 +60,14 @@ namespace MWMechanics
int mTargetActorId;
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
bool reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
AiCombatStorage& storage, MWWorld::Ptr target);
/// Transfer desired movement (from AiCombatStorage) to Actor
void UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& movement);
void RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement);
};

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@ -193,109 +193,27 @@ namespace MWMechanics
ESM::Position pos = actor.getRefData().getPosition();
WanderState& wanderState = storage.mState;
// Check if an idle actor is too close to a door - if so start walking
mDoorCheckDuration += duration;
if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
{
mDoorCheckDuration = 0; // restart timer
if(mDistance && // actor is not intended to be stationary
(wanderState == Wander_IdleNow) && // but is in idle
proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
{
wanderState = Wander_MoveNow;
mTrimCurrentNode = false; // just in case
}
}
// Are we there yet?
if ((wanderState == Wander_Walking) &&
storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
{
stopWalking(actor, storage);
wanderState = Wander_ChooseAction;
mHasReturnPosition = false;
}
if (wanderState == Wander_Walking) // have not yet reached the destination
{
// turn towards the next point in mPath
zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
evadeObstacles(actor, storage, duration);
}
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
short unsigned& idleAnimation = storage.mIdleAnimation;
GreetingState& greetingState = storage.mSaidGreeting;
if ((wanderState == Wander_IdleNow) &&
!checkIdle(actor, idleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
{
wanderState = Wander_ChooseAction;
}
MWBase::World *world = MWBase::Environment::get().getWorld();
if (wanderState == Wander_ChooseAction)
{
idleAnimation = getRandomIdle();
if(!idleAnimation && mDistance)
{
wanderState = Wander_MoveNow;
}
else
{
// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
MWWorld::TimeStamp currentTime = world->getTimeStamp();
mStartTime = currentTime;
playIdle(actor, idleAnimation);
wanderState = Wander_IdleNow;
}
}
doPerFrameActionsForState(actor, duration, storage, pos);
playIdleDialogueRandomly(actor);
float& lastReaction = storage.mReaction;
lastReaction += duration;
if(lastReaction < REACTION_INTERVAL)
if (REACTION_INTERVAL <= lastReaction)
{
return false;
lastReaction = 0;
return reactionTimeActions(actor, storage, currentCell, cellChange, pos);
}
else
lastReaction = 0;
return false;
}
// NOTE: everything below get updated every REACTION_INTERVAL seconds
if(mDuration)
bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos)
{
if (isPackageCompleted(actor, storage))
{
// End package if duration is complete or mid-night hits:
MWWorld::TimeStamp currentTime = world->getTimeStamp();
if((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
{
if(!mRepeat)
{
stopWalking(actor, storage);
return true;
}
else
mStartTime = currentTime;
}
return true;
}
// Initialization to discover & store allowed node points for this actor.
@ -315,26 +233,14 @@ namespace MWMechanics
// For stationary NPCs, move back to the starting location if another AiPackage moved us elsewhere
if (cellChange)
mHasReturnPosition = false;
if (mDistance == 0 && mHasReturnPosition && (pos.asVec3() - mReturnPosition).length2() > 20*20)
if (mDistance == 0 && mHasReturnPosition
&& (pos.asVec3() - mReturnPosition).length2() > (DESTINATION_TOLERANCE * DESTINATION_TOLERANCE))
{
if (!storage.mPathFinder.isPathConstructed())
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
// don't take shortcuts for wandering
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
if(storage.mPathFinder.isPathConstructed())
{
wanderState = Wander_Walking;
}
}
returnToStartLocation(actor, storage, pos);
}
// Allow interrupting a walking actor to trigger a greeting
WanderState& wanderState = storage.mState;
if ((wanderState == Wander_IdleNow) || (wanderState == Wander_Walking))
{
playGreetingIfPlayerGetsTooClose(actor, storage);
@ -355,6 +261,150 @@ namespace MWMechanics
return false; // AiWander package not yet completed
}
bool AiWander::isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
if (mDuration)
{
// End package if duration is complete or mid-night hits:
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
if ((currentTime.getHour() >= mStartTime.getHour() + mDuration) ||
(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()))
{
if (!mRepeat)
{
stopWalking(actor, storage);
return true;
}
else
{
mStartTime = currentTime;
}
}
}
// if get here, not yet completed
return false;
}
void AiWander::returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)
{
if (!storage.mPathFinder.isPathConstructed())
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
// actor position is already in world co-ordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
// don't take shortcuts for wandering
storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
if (storage.mPathFinder.isPathConstructed())
{
storage.mState = Wander_Walking;
}
}
}
void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
{
switch (storage.mState)
{
case Wander_IdleNow:
onIdleStatePerFrameActions(actor, duration, storage);
break;
case Wander_Walking:
onWalkingStatePerFrameActions(actor, duration, storage, pos);
break;
case Wander_ChooseAction:
onChooseActionStatePerFrameActions(actor, storage);
break;
case 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
mDoorCheckDuration += duration;
if (mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
{
mDoorCheckDuration = 0; // restart timer
if (mDistance && // actor is not intended to be stationary
proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
{
storage.mState = Wander_MoveNow;
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
GreetingState& greetingState = storage.mSaidGreeting;
if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
{
storage.mState = Wander_ChooseAction;
}
}
void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor,
float duration, AiWanderStorage& storage, ESM::Position& pos)
{
// Are we there yet?
if (storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
{
stopWalking(actor, storage);
storage.mState = Wander_ChooseAction;
mHasReturnPosition = false;
}
else
{
// have not yet reached the destination
//... turn towards the next point in mPath
zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
evadeObstacles(actor, storage, duration);
}
}
void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
short unsigned& idleAnimation = storage.mIdleAnimation;
idleAnimation = getRandomIdle();
if (!idleAnimation && mDistance)
{
storage.mState = Wander_MoveNow;
}
else
{
// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
mStartTime = currentTime;
playIdle(actor, idleAnimation);
storage.mState = Wander_IdleNow;
}
}
void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration)
{
if (mObstacleCheck.check(actor, duration))

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@ -83,6 +83,14 @@ namespace MWMechanics
void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration);
void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
void turnActorToFacePlayer(const osg::Vec3f& actorPosition, const osg::Vec3f& playerPosition, AiWanderStorage& storage);
void doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
void onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage);
void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos);
bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage);
void returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos);
int mDistance; // how far the actor can wander from the spawn point
int mDuration;