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Merge remote-tracking branch 'dteviot/refactoringAiWander'
This commit is contained in:
commit
26ea3aa1ad
@ -40,6 +40,7 @@ namespace
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return -std::asin(dir.z() / len);
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}
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|
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const float REACTION_INTERVAL = 0.25f;
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||||
|
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const float PATHFIND_Z_REACH = 50.0f;
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// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
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@ -176,10 +177,8 @@ namespace MWMechanics
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// get or create temporary storage
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AiCombatStorage& storage = state.get<AiCombatStorage>();
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|
||||
|
||||
|
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//General description
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if(actor.getClass().getCreatureStats(actor).isDead())
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if (actor.getClass().getCreatureStats(actor).isDead())
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return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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@ -191,9 +190,6 @@ namespace MWMechanics
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|| target.getClass().getCreatureStats(target).isDead())
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return true;
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const MWWorld::Class& actorClass = actor.getClass();
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MWBase::World* world = MWBase::Environment::get().getWorld();
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//Update every frame
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bool& combatMove = storage.mCombatMove;
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@ -210,23 +206,9 @@ namespace MWMechanics
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}
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}
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actorClass.getMovementSettings(actor) = movement;
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actorClass.getMovementSettings(actor).mRotation[0] = 0;
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actorClass.getMovementSettings(actor).mRotation[2] = 0;
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UpdateActorsMovement(actor, movement);
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if(movement.mRotation[2] != 0)
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{
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if(zTurn(actor, movement.mRotation[2])) movement.mRotation[2] = 0;
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}
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||||
|
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if(movement.mRotation[0] != 0)
|
||||
{
|
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if(smoothTurn(actor, movement.mRotation[0], 0)) movement.mRotation[0] = 0;
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}
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bool& attack = storage.mAttack;
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bool& readyToAttack = storage.mReadyToAttack;
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if (attack && (characterController.getAttackStrength() >= storage.mStrength || characterController.readyToPrepareAttack()))
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attack = false;
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@ -236,14 +218,22 @@ namespace MWMechanics
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actionCooldown -= duration;
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float& timerReact = storage.mTimerReact;
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float tReaction = 0.25f;
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if(timerReact < tReaction)
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if(timerReact < REACTION_INTERVAL)
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{
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timerReact += duration;
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return false;
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}
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else
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{
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timerReact = 0;
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return reactionTimeActions(actor, characterController, storage, target);
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}
|
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}
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//Update with period = tReaction
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bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
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AiCombatStorage& storage, MWWorld::Ptr target)
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{
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MWMechanics::Movement& movement = storage.mMovement;
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|
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// Stop attacking if target is not seen
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if (target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
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@ -253,7 +243,6 @@ namespace MWMechanics
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return false; // TODO: run away instead of doing nothing
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}
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|
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timerReact = 0;
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const MWWorld::CellStore*& currentCell = storage.mCell;
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bool cellChange = currentCell && (actor.getCell() != currentCell);
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if(!currentCell || cellChange)
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@ -261,8 +250,10 @@ namespace MWMechanics
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currentCell = actor.getCell();
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}
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|
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const MWWorld::Class& actorClass = actor.getClass();
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actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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|
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float& actionCooldown = storage.mActionCooldown;
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if (actionCooldown > 0)
|
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return false;
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|
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@ -284,6 +275,7 @@ namespace MWMechanics
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float weapRange = 1.0f;
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|
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// Get weapon characteristics
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MWBase::World* world = MWBase::Environment::get().getWorld();
|
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if (actorClass.hasInventoryStore(actor))
|
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{
|
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//Get weapon range
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@ -334,13 +326,14 @@ namespace MWMechanics
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|
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|
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float& strength = storage.mStrength;
|
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bool& readyToAttack = storage.mReadyToAttack;
|
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// start new attack
|
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if(readyToAttack && characterController.readyToStartAttack())
|
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{
|
||||
if (storage.mAttackCooldown <= 0)
|
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{
|
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attack = true; // attack starts just now
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characterController.setAttackingOrSpell(attack);
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storage.mAttack = true; // attack starts just now
|
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characterController.setAttackingOrSpell(true);
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|
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if (!distantCombat)
|
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chooseBestAttack(weapon, movement);
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@ -364,7 +357,7 @@ namespace MWMechanics
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storage.mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
|
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}
|
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else
|
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storage.mAttackCooldown -= tReaction;
|
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storage.mAttackCooldown -= REACTION_INTERVAL;
|
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}
|
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|
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|
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@ -408,7 +401,7 @@ namespace MWMechanics
|
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|
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bool isStuck = false;
|
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float speed = 0.0f;
|
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if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
|
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if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2)
|
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isStuck = true;
|
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|
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lastActorPos = vActorPos;
|
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@ -445,7 +438,7 @@ namespace MWMechanics
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if (distantCombat)
|
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{
|
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osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
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osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength);
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osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype, strength);
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lastTargetPos = vTargetPos;
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movement.mRotation[0] = getXAngleToDir(vAimDir);
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movement.mRotation[2] = getZAngleToDir(vAimDir);
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@ -466,8 +459,8 @@ namespace MWMechanics
|
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{
|
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if(movement.mPosition[0] || movement.mPosition[1])
|
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{
|
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timerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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combatMove = true;
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storage.mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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storage.mCombatMove = true;
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}
|
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// only NPCs are smart enough to use dodge movements
|
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else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
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@ -476,8 +469,8 @@ namespace MWMechanics
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if (Misc::Rng::rollClosedProbability() < 0.25)
|
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{
|
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movement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
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timerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
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combatMove = true;
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storage.mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
|
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storage.mCombatMove = true;
|
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}
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}
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|
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@ -505,7 +498,7 @@ namespace MWMechanics
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{
|
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if(speed == 0.0f) speed = actorClass.getSpeed(actor);
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// maximum dist before pit/obstacle for actor to avoid them depending on his speed
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float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
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float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
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preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vDirToTarget.x(), vDirToTarget.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
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}
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@ -566,8 +559,8 @@ namespace MWMechanics
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||||
if (readyToAttack)
|
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{
|
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// to stop possible sideway moving after target moved out of attack range
|
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combatMove = true;
|
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timerCombatMove = 0;
|
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storage.mCombatMove = true;
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storage.mTimerCombatMove = 0;
|
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}
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readyToAttack = false;
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}
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@ -575,6 +568,29 @@ namespace MWMechanics
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return false;
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}
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|
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void AiCombat::UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& desiredMovement)
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{
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MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
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actorMovementSettings = desiredMovement;
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RotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
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RotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
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}
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|
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void AiCombat::RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
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MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement)
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{
|
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actorMovementSettings.mRotation[axis] = 0;
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float& targetAngleRadians = desiredMovement.mRotation[axis];
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if (targetAngleRadians != 0)
|
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{
|
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if (smoothTurn(actor, targetAngleRadians, axis))
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{
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// actor now facing desired direction, no need to turn any more
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targetAngleRadians = 0;
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}
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}
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}
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bool AiCombat::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
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{
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if (!mPathFinder.getPath().empty())
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|
@ -26,6 +26,8 @@ namespace MWMechanics
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{
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class Action;
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struct AiCombatStorage;
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|
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/// \brief Causes the actor to fight another actor
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class AiCombat : public AiPackage
|
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{
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@ -58,8 +60,14 @@ namespace MWMechanics
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int mTargetActorId;
|
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|
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|
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void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
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bool reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
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AiCombatStorage& storage, MWWorld::Ptr target);
|
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|
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/// Transfer desired movement (from AiCombatStorage) to Actor
|
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void UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& movement);
|
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void RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
|
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MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement);
|
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};
|
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|
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|
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|
@ -193,109 +193,27 @@ namespace MWMechanics
|
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|
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ESM::Position pos = actor.getRefData().getPosition();
|
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|
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|
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WanderState& wanderState = storage.mState;
|
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// Check if an idle actor is too close to a door - if so start walking
|
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mDoorCheckDuration += duration;
|
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if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
|
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{
|
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mDoorCheckDuration = 0; // restart timer
|
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if(mDistance && // actor is not intended to be stationary
|
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(wanderState == Wander_IdleNow) && // but is in idle
|
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proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
|
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{
|
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wanderState = Wander_MoveNow;
|
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mTrimCurrentNode = false; // just in case
|
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}
|
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}
|
||||
|
||||
// Are we there yet?
|
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if ((wanderState == Wander_Walking) &&
|
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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
|
||||
{
|
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// 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)
|
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{
|
||||
// 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))
|
||||
|
@ -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;
|
||||
|
Loading…
x
Reference in New Issue
Block a user