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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-03 17:54:06 +00:00

Merge branch 'ai_reaction_deviation' into 'master'

Distribute AI reactions and engage combat calls over time

See merge request OpenMW/openmw!674
This commit is contained in:
psi29a 2021-03-22 21:37:09 +00:00
commit 415591b7ed
12 changed files with 101 additions and 38 deletions

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@ -5,6 +5,8 @@
#include "../mwmechanics/actorutil.hpp"
#include <components/misc/timer.hpp>
namespace MWRender
{
class Animation;
@ -41,12 +43,18 @@ namespace MWMechanics
bool isTurningToPlayer() const;
void setTurningToPlayer(bool turning);
Misc::TimerStatus updateEngageCombatTimer(float duration)
{
return mEngageCombat.update(duration);
}
private:
std::unique_ptr<CharacterController> mCharacterController;
int mGreetingTimer{0};
float mTargetAngleRadians{0.f};
GreetingState mGreetingState{Greet_None};
bool mIsTurningToPlayer{false};
Misc::DeviatingPeriodicTimer mEngageCombat{1.0f, 0.25f, Misc::Rng::deviate(0, 0.25f)};
};
}

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@ -1905,14 +1905,11 @@ namespace MWMechanics
{
if(!paused)
{
static float timerUpdateAITargets = 0;
static float timerUpdateHeadTrack = 0;
static float timerUpdateEquippedLight = 0;
static float timerUpdateHello = 0;
const float updateEquippedLightInterval = 1.0f;
// target lists get updated once every 1.0 sec
if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0;
if (timerUpdateHeadTrack >= 0.3f) timerUpdateHeadTrack = 0;
if (timerUpdateHello >= 0.25f) timerUpdateHello = 0;
if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0;
@ -1965,6 +1962,8 @@ namespace MWMechanics
iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration);
const Misc::TimerStatus engageCombatTimerStatus = iter->second->updateEngageCombatTimer(duration);
// For dead actors we need to update looping spell particles
if (iter->first.getClass().getCreatureStats(iter->first).isDead())
{
@ -1993,7 +1992,7 @@ namespace MWMechanics
}
if (aiActive && inProcessingRange)
{
if (timerUpdateAITargets == 0)
if (engageCombatTimerStatus == Misc::TimerStatus::Elapsed)
{
if (!isPlayer)
adjustCommandedActor(iter->first);
@ -2080,7 +2079,6 @@ namespace MWMechanics
if (avoidCollisions)
predictAndAvoidCollisions();
timerUpdateAITargets += duration;
timerUpdateHeadTrack += duration;
timerUpdateEquippedLight += duration;
timerUpdateHello += duration;

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@ -146,19 +146,10 @@ namespace MWMechanics
}
storage.mActionCooldown -= duration;
float& timerReact = storage.mTimerReact;
if (timerReact < AI_REACTION_TIME)
{
timerReact += duration;
}
else
{
timerReact = 0;
if (attack(actor, target, storage, characterController))
return true;
}
if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting)
return false;
return false;
return attack(actor, target, storage, characterController);
}
bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)

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@ -10,6 +10,7 @@
#include "pathfinding.hpp"
#include "movement.hpp"
#include "obstacle.hpp"
#include "aitimer.hpp"
namespace ESM
{
@ -27,7 +28,7 @@ namespace MWMechanics
struct AiCombatStorage : AiTemporaryBase
{
float mAttackCooldown;
float mTimerReact;
AiReactionTimer mReaction;
float mTimerCombatMove;
bool mReadyToAttack;
bool mAttack;
@ -60,7 +61,6 @@ namespace MWMechanics
AiCombatStorage():
mAttackCooldown(0.0f),
mTimerReact(AI_REACTION_TIME),
mTimerCombatMove(0.0f),
mReadyToAttack(false),
mAttack(false),

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@ -28,7 +28,6 @@
MWMechanics::AiPackage::AiPackage(AiPackageTypeId typeId, const Options& options) :
mTypeId(typeId),
mOptions(options),
mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild
mTargetActorRefId(""),
mTargetActorId(-1),
mRotateOnTheRunChecks(0),
@ -64,7 +63,7 @@ MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
void MWMechanics::AiPackage::reset()
{
// reset all members
mTimer = AI_REACTION_TIME + 1.0f;
mReaction.reset();
mIsShortcutting = false;
mShortcutProhibited = false;
mShortcutFailPos = osg::Vec3f();
@ -75,7 +74,7 @@ void MWMechanics::AiPackage::reset()
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration, float destTolerance)
{
mTimer += duration; //Update timer
const Misc::TimerStatus timerStatus = mReaction.update(duration);
const osg::Vec3f position = actor.getRefData().getPosition().asVec3(); //position of the actor
MWBase::World* world = MWBase::Environment::get().getWorld();
@ -98,7 +97,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
const bool isDestReached = (distToTarget <= destTolerance);
const bool actorCanMoveByZ = canActorMoveByZAxis(actor);
if (!isDestReached && mTimer > AI_REACTION_TIME)
if (!isDestReached && timerStatus == Misc::TimerStatus::Elapsed)
{
if (actor.getClass().isBipedal(actor))
openDoors(actor);
@ -142,8 +141,6 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
}
}
mTimer = 0;
}
const float actorTolerance = 2 * actor.getClass().getMaxSpeed(actor) * duration

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@ -10,6 +10,7 @@
#include "obstacle.hpp"
#include "aistate.hpp"
#include "aipackagetypeid.hpp"
#include "aitimer.hpp"
namespace MWWorld
{
@ -28,8 +29,6 @@ namespace ESM
namespace MWMechanics
{
const float AI_REACTION_TIME = 0.25f;
class CharacterController;
class PathgridGraph;
@ -158,7 +157,7 @@ namespace MWMechanics
PathFinder mPathFinder;
ObstacleCheck mObstacleCheck;
float mTimer;
AiReactionTimer mReaction;
std::string mTargetActorRefId;
mutable int mTargetActorId;

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@ -0,0 +1,26 @@
#ifndef OPENMW_MECHANICS_AITIMER_H
#define OPENMW_MECHANICS_AITIMER_H
#include <components/misc/rng.hpp>
#include <components/misc/timer.hpp>
namespace MWMechanics
{
constexpr float AI_REACTION_TIME = 0.25f;
class AiReactionTimer
{
public:
static constexpr float sDeviation = 0.1f;
Misc::TimerStatus update(float duration) { return mImpl.update(duration); }
void reset() { mImpl.reset(Misc::Rng::deviate(0, sDeviation)); }
private:
Misc::DeviatingPeriodicTimer mImpl {AI_REACTION_TIME, sDeviation,
Misc::Rng::deviate(0, sDeviation)};
};
}
#endif

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@ -223,15 +223,10 @@ namespace MWMechanics
doPerFrameActionsForState(actor, duration, storage);
float& lastReaction = storage.mReaction;
lastReaction += duration;
if (AI_REACTION_TIME <= lastReaction)
{
lastReaction = 0;
return reactionTimeActions(actor, storage, pos);
}
else
if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting)
return false;
return reactionTimeActions(actor, storage, pos);
}
bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)

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@ -10,6 +10,7 @@
#include "pathfinding.hpp"
#include "obstacle.hpp"
#include "aistate.hpp"
#include "aitimer.hpp"
namespace ESM
{
@ -25,7 +26,7 @@ namespace MWMechanics
/// \brief This class holds the variables AiWander needs which are deleted if the package becomes inactive.
struct AiWanderStorage : AiTemporaryBase
{
float mReaction; // update some actions infrequently
AiReactionTimer mReaction;
// AiWander states
enum WanderState
@ -57,7 +58,6 @@ namespace MWMechanics
int mStuckCount;
AiWanderStorage():
mReaction(0),
mState(Wander_ChooseAction),
mIsWanderingManually(false),
mCanWanderAlongPathGrid(true),

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@ -47,4 +47,9 @@ namespace Misc
{
return static_cast<unsigned int>(std::chrono::high_resolution_clock::now().time_since_epoch().count());
}
float Rng::deviate(float mean, float deviation, Seed& seed)
{
return std::uniform_real_distribution<float>(mean - deviation, mean + deviation)(seed.mGenerator);
}
}

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@ -42,6 +42,8 @@ public:
/// returns default seed for RNG
static unsigned int generateDefaultSeed();
static float deviate(float mean, float deviation, Seed& seed = getSeed());
};
}

42
components/misc/timer.hpp Normal file
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@ -0,0 +1,42 @@
#ifndef OPENMW_COMPONENTS_MISC_TIMER_H
#define OPENMW_COMPONENTS_MISC_TIMER_H
#include "rng.hpp"
namespace Misc
{
enum class TimerStatus
{
Waiting,
Elapsed,
};
class DeviatingPeriodicTimer
{
public:
explicit DeviatingPeriodicTimer(float period, float deviation, float timeLeft)
: mPeriod(period), mDeviation(deviation), mTimeLeft(timeLeft)
{}
TimerStatus update(float duration)
{
if (mTimeLeft > 0)
{
mTimeLeft -= duration;
return TimerStatus::Waiting;
}
mTimeLeft = Rng::deviate(mPeriod, mDeviation);
return TimerStatus::Elapsed;
}
void reset(float timeLeft) { mTimeLeft = timeLeft; }
private:
const float mPeriod;
const float mDeviation;
float mTimeLeft;
};
}
#endif