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Merge pull request #928 from Salgat/bug-1320
AiWander - Creatures in cells without pathgrids do not wander (Bug #1320)
This commit is contained in:
commit
c64b8ab297
@ -428,7 +428,7 @@ namespace MWBase
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virtual bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor) = 0;
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///< get Line of Sight (morrowind stupid implementation)
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virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist) = 0;
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virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false) = 0;
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virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable) = 0;
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@ -67,6 +67,9 @@ namespace MWMechanics
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// AiWander states
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AiWander::WanderState mState;
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bool mIsWanderingManually;
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bool mCanWanderAlongPathGrid;
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unsigned short mIdleAnimation;
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std::vector<unsigned short> mBadIdles; // Idle animations that when called cause errors
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@ -81,9 +84,16 @@ namespace MWMechanics
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mGreetingTimer(0),
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mCell(NULL),
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mState(AiWander::Wander_ChooseAction),
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mIsWanderingManually(false),
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mCanWanderAlongPathGrid(true),
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mIdleAnimation(0),
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mBadIdles()
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{};
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void setState(const AiWander::WanderState wanderState, const bool isManualWander = false) {
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mState = wanderState;
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mIsWanderingManually = isManualWander;
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}
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};
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
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@ -206,29 +216,53 @@ namespace MWMechanics
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if (REACTION_INTERVAL <= lastReaction)
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{
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lastReaction = 0;
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return reactionTimeActions(actor, storage, currentCell, cellChange, pos);
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return reactionTimeActions(actor, storage, currentCell, cellChange, pos, duration);
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}
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else
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return false;
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}
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bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos)
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos, float duration)
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{
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if (mDistance <= 0)
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storage.mCanWanderAlongPathGrid = false;
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if (isPackageCompleted(actor, storage))
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{
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return true;
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}
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if (!mStoredInitialActorPosition)
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{
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mInitialActorPosition = actor.getRefData().getPosition().asVec3();
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mStoredInitialActorPosition = true;
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}
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// Initialization to discover & store allowed node points for this actor.
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if (mPopulateAvailableNodes)
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{
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getAllowedNodes(actor, currentCell->getCell());
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getAllowedNodes(actor, currentCell->getCell(), storage);
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}
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// Actor becomes stationary - see above URL's for previous research
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if(mAllowedNodes.empty())
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mDistance = 0;
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// If a creature or an NPC with a wander distance and no pathgrid is available,
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// randomly idle or wander around near spawn point
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if(mAllowedNodes.empty() && mDistance > 0 && !storage.mIsWanderingManually) {
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// Typically want to idle for a short time before the next wander
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if (Misc::Rng::rollDice(100) >= 96) {
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wanderNearStart(actor, storage, mDistance);
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} else {
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storage.setState(Wander_IdleNow);
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}
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} else if (mAllowedNodes.empty() && !storage.mIsWanderingManually) {
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storage.mCanWanderAlongPathGrid = false;
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}
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// If Wandering manually and hit an obstacle, stop
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if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration, 2.0f)) {
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completeManualWalking(actor, storage);
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}
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// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
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if(mDistance && cellChange)
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@ -250,7 +284,7 @@ namespace MWMechanics
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playGreetingIfPlayerGetsTooClose(actor, storage);
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}
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if ((wanderState == Wander_MoveNow) && mDistance)
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if ((wanderState == Wander_MoveNow) && storage.mCanWanderAlongPathGrid)
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{
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// Construct a new path if there isn't one
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if(!storage.mPathFinder.isPathConstructed())
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@ -260,6 +294,8 @@ namespace MWMechanics
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setPathToAnAllowedNode(actor, storage, pos);
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}
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}
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} else if (storage.mIsWanderingManually && storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE)) {
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completeManualWalking(actor, storage);
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}
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return false; // AiWander package not yet completed
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@ -303,11 +339,68 @@ namespace MWMechanics
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if (storage.mPathFinder.isPathConstructed())
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{
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storage.mState = Wander_Walking;
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storage.setState(Wander_Walking);
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}
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}
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}
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/*
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* Commands actor to walk to a random location near original spawn location.
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*/
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void AiWander::wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance) {
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const ESM::Pathgrid::Point currentPosition = actor.getRefData().getPosition().pos;
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const osg::Vec3f currentPositionVec3f = osg::Vec3f(currentPosition.mX, currentPosition.mY, currentPosition.mZ);
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std::size_t attempts = 10; // If a unit can't wander out of water, don't want to hang here
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osg::Vec3f destination;
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ESM::Pathgrid::Point destinationPosition;
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bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
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do {
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// Determine a random location within radius of original position
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const float pi = 3.14159265359f;
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const float wanderRadius = Misc::Rng::rollClosedProbability() * wanderDistance;
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const float randomDirection = Misc::Rng::rollClosedProbability() * 2.0f * pi;
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const float destinationX = mInitialActorPosition.x() + wanderRadius * std::cos(randomDirection);
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const float destinationY = mInitialActorPosition.y() + wanderRadius * std::sin(randomDirection);
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const float destinationZ = mInitialActorPosition.z();
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destinationPosition = ESM::Pathgrid::Point(destinationX, destinationY, destinationZ);
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destination = osg::Vec3f(destinationX, destinationY, destinationZ);
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// Check if land creature will walk onto water or if water creature will swim onto land
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if ((!isWaterCreature && !destinationIsAtWater(actor, destination)) ||
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(isWaterCreature && !destinationThroughGround(currentPositionVec3f, destination))) {
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storage.mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(), true);
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storage.mPathFinder.addPointToPath(destinationPosition);
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storage.setState(Wander_Walking, true);
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return;
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}
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} while (--attempts);
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}
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/*
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* Returns true if the position provided is above water.
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*/
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bool AiWander::destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination) {
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float heightToGroundOrWater = MWBase::Environment::get().getWorld()->getDistToNearestRayHit(destination, osg::Vec3f(0,0,-1), 1000.0, true);
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osg::Vec3f positionBelowSurface = destination;
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positionBelowSurface[2] = positionBelowSurface[2] - heightToGroundOrWater - 1.0f;
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return MWBase::Environment::get().getWorld()->isUnderwater(actor.getCell(), positionBelowSurface);
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}
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/*
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* Returns true if the start to end point travels through a collision point (land).
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*/
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bool AiWander::destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination) {
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return MWBase::Environment::get().getWorld()->castRay(startPoint.x(), startPoint.y(), startPoint.z(),
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destination.x(), destination.y(), destination.z());
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}
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void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
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stopWalking(actor, storage);
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mObstacleCheck.clear();
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storage.setState(Wander_IdleNow);
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}
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void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
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{
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switch (storage.mState)
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@ -344,7 +437,7 @@ namespace MWMechanics
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if (mDistance && // actor is not intended to be stationary
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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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storage.mState = Wander_MoveNow;
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storage.setState(Wander_MoveNow);
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mTrimCurrentNode = false; // just in case
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return;
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}
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@ -364,7 +457,7 @@ namespace MWMechanics
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GreetingState& greetingState = storage.mSaidGreeting;
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if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
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{
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storage.mState = Wander_ChooseAction;
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storage.setState(Wander_ChooseAction);
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}
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}
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@ -375,7 +468,7 @@ namespace MWMechanics
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if (storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
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{
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stopWalking(actor, storage);
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storage.mState = Wander_ChooseAction;
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storage.setState(Wander_ChooseAction);
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mHasReturnPosition = false;
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}
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else
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@ -393,7 +486,7 @@ namespace MWMechanics
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if (!idleAnimation && mDistance)
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{
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storage.mState = Wander_MoveNow;
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storage.setState(Wander_MoveNow);
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return;
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}
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if(idleAnimation)
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@ -403,14 +496,14 @@ namespace MWMechanics
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if(!playIdle(actor, idleAnimation))
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{
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storage.mBadIdles.push_back(idleAnimation);
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storage.mState = Wander_ChooseAction;
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storage.setState(Wander_ChooseAction);
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return;
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}
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}
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}
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// Recreate vanilla (broken?) behavior of resetting start time of AIWander:
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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storage.mState = Wander_IdleNow;
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storage.setState(Wander_IdleNow);
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}
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void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration, ESM::Position& pos)
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@ -429,7 +522,7 @@ namespace MWMechanics
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trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
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mObstacleCheck.clear();
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storage.mPathFinder.clearPath();
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storage.mState = Wander_MoveNow;
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storage.setState(Wander_MoveNow);
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}
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else // probably walking into another NPC
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{
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@ -451,7 +544,7 @@ namespace MWMechanics
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mObstacleCheck.clear();
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stopWalking(actor, storage);
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storage.mState = Wander_ChooseAction;
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storage.setState(Wander_ChooseAction);
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mStuckCount = 0;
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}
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}
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@ -526,7 +619,7 @@ namespace MWMechanics
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{
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stopWalking(actor, storage);
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mObstacleCheck.clear();
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storage.mState = Wander_IdleNow;
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storage.setState(Wander_IdleNow);
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}
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turnActorToFacePlayer(actorPos, playerPos, storage);
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@ -579,7 +672,7 @@ namespace MWMechanics
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mAllowedNodes.push_back(mCurrentNode);
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mCurrentNode = temp;
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storage.mState = Wander_Walking;
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storage.setState(Wander_Walking);
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}
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// Choose a different node and delete this one from possible nodes because it is uncreachable:
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else
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@ -691,7 +784,7 @@ namespace MWMechanics
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return;
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if (mPopulateAvailableNodes)
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getAllowedNodes(actor, actor.getCell()->getCell());
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getAllowedNodes(actor, actor.getCell()->getCell(), state.get<AiWanderStorage>());
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if (mAllowedNodes.empty())
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return;
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@ -718,14 +811,8 @@ namespace MWMechanics
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return static_cast<int>(DESTINATION_TOLERANCE * (Misc::Rng::rollProbability() * 2.0f - 1.0f));
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}
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void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell)
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void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage)
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{
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if (!mStoredInitialActorPosition)
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{
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mInitialActorPosition = actor.getRefData().getPosition().asVec3();
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mStoredInitialActorPosition = true;
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}
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// infrequently used, therefore no benefit in caching it as a member
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const ESM::Pathgrid *
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pathgrid = MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*cell);
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@ -738,14 +825,14 @@ namespace MWMechanics
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// http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
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// Note: In order to wander, need at least two points.
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if(!pathgrid || (pathgrid->mPoints.size() < 2))
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mDistance = 0;
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storage.mCanWanderAlongPathGrid = false;
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// A distance value passed into the constructor indicates how far the
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// actor can wander from the spawn position. AiWander assumes that
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// pathgrid points are available, and uses them to randomly select wander
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// destinations within the allowed set of pathgrid points (nodes).
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// ... pathgrids don't usually include water, so swimmers ignore them
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if (mDistance && !actor.getClass().isPureWaterCreature(actor))
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if (mDistance && storage.mCanWanderAlongPathGrid && !actor.getClass().isPureWaterCreature(actor))
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{
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// get NPC's position in local (i.e. cell) co-ordinates
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osg::Vec3f npcPos(mInitialActorPosition);
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@ -91,9 +91,13 @@ namespace MWMechanics
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void onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos);
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void onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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bool reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage,
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos);
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const MWWorld::CellStore*& currentCell, bool cellChange, ESM::Position& pos, float duration);
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bool isPackageCompleted(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void returnToStartLocation(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos);
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void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
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bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
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bool destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination);
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void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);
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int mDistance; // how far the actor can wander from the spawn point
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int mDuration;
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@ -124,7 +128,7 @@ namespace MWMechanics
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// FIXME: move to AiWanderStorage
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std::vector<ESM::Pathgrid::Point> mAllowedNodes;
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void getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell);
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void getAllowedNodes(const MWWorld::Ptr& actor, const ESM::Cell* cell, AiWanderStorage& storage);
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// FIXME: move to AiWanderStorage
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ESM::Pathgrid::Point mCurrentNode;
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@ -115,13 +115,13 @@ namespace MWMechanics
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* u = how long to move sideways
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*
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*/
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bool ObstacleCheck::check(const MWWorld::Ptr& actor, float duration)
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bool ObstacleCheck::check(const MWWorld::Ptr& actor, float duration, float scaleMinimumDistance)
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{
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const MWWorld::Class& cls = actor.getClass();
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ESM::Position pos = actor.getRefData().getPosition();
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if(mDistSameSpot == -1)
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mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor);
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mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor) * scaleMinimumDistance;
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float distSameSpot = mDistSameSpot * duration;
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@ -36,7 +36,7 @@ namespace MWMechanics
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// Returns true if there is an obstacle and an evasive action
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// should be taken
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bool check(const MWWorld::Ptr& actor, float duration);
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bool check(const MWWorld::Ptr& actor, float duration, float scaleMinimumDistance = 1.0f);
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// change direction to try to fix "stuck" actor
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void takeEvasiveAction(MWMechanics::Movement& actorMovement);
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@ -2389,14 +2389,17 @@ namespace MWWorld
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return mPhysics->getLineOfSight(actor, targetActor);
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}
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float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist)
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float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater)
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{
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osg::Vec3f to (dir);
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to.normalize();
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to = from + (to * maxDist);
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(),
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MWPhysics::CollisionType_World|MWPhysics::CollisionType_HeightMap|MWPhysics::CollisionType_Door);
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int collisionTypes = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door;
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if (includeWater) {
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collisionTypes |= MWPhysics::CollisionType_Water;
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}
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), collisionTypes);
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if (!result.mHit)
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return maxDist;
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@ -527,7 +527,7 @@ namespace MWWorld
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virtual bool getLOS(const MWWorld::ConstPtr& actor,const MWWorld::ConstPtr& targetActor);
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///< get Line of Sight (morrowind stupid implementation)
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virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist);
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virtual float getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false);
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virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable);
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