#include "aitravel.hpp" #include #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "movement.hpp" #include "creaturestats.hpp" namespace { bool isWithinMaxRange(const osg::Vec3f& pos1, const osg::Vec3f& pos2) { // Maximum travel distance for vanilla compatibility. // Was likely meant to prevent NPCs walking into non-loaded exterior cells, but for some reason is used in interior cells as well. // We can make this configurable at some point, but the default *must* be the below value. Anything else will break shoddily-written content (*cough* MW *cough*) in bizarre ways. return (pos1 - pos2).length2() <= 7168*7168; } } namespace MWMechanics { AiTravel::AiTravel(float x, float y, float z, AiTravel*) : mX(x), mY(y), mZ(z), mHidden(false) { } AiTravel::AiTravel(float x, float y, float z, AiInternalTravel* derived) : TypedAiPackage(derived), mX(x), mY(y), mZ(z), mHidden(true) { } AiTravel::AiTravel(float x, float y, float z) : AiTravel(x, y, z, this) { } AiTravel::AiTravel(const ESM::AiSequence::AiTravel *travel) : mX(travel->mData.mX), mY(travel->mData.mY), mZ(travel->mData.mZ), mHidden(false) { // Hidden ESM::AiSequence::AiTravel package should be converted into MWMechanics::AiInternalTravel type assert(!travel->mHidden); } bool AiTravel::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager(); if (mechMgr->isTurningToPlayer(actor) || mechMgr->getGreetingState(actor) == Greet_InProgress) return false; const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); const osg::Vec3f targetPos(mX, mY, mZ); auto& stats = actor.getClass().getCreatureStats(actor); stats.setMovementFlag(CreatureStats::Flag_Run, false); stats.setDrawState(DrawState_Nothing); // Note: we should cancel internal "return after combat" package, if original location is too far away if (!isWithinMaxRange(targetPos, actorPos)) return mHidden; // Unfortunately, with vanilla assets destination is sometimes blocked by other actor. // If we got close to target, check for actors nearby. If they are, finish AI package. int destinationTolerance = 64; if (distance(actorPos, targetPos) <= destinationTolerance) { std::vector targetActors; std::pair result = MWBase::Environment::get().getWorld()->getHitContact(actor, destinationTolerance, targetActors); if (!result.first.isEmpty()) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return true; } } if (pathTo(actor, targetPos, duration)) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return true; } return false; } void AiTravel::fastForward(const MWWorld::Ptr& actor, AiState& state) { if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), actor.getRefData().getPosition().asVec3())) return; // does not do any validation on the travel target (whether it's in air, inside collision geometry, etc), // that is the user's responsibility MWBase::Environment::get().getWorld()->moveObject(actor, mX, mY, mZ); actor.getClass().adjustPosition(actor, false); reset(); } void AiTravel::writeState(ESM::AiSequence::AiSequence &sequence) const { std::unique_ptr travel(new ESM::AiSequence::AiTravel()); travel->mData.mX = mX; travel->mData.mY = mY; travel->mData.mZ = mZ; travel->mHidden = mHidden; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Travel; package.mPackage = travel.release(); sequence.mPackages.push_back(package); } AiInternalTravel::AiInternalTravel(float x, float y, float z) : AiTravel(x, y, z, this) { } AiInternalTravel::AiInternalTravel(const ESM::AiSequence::AiTravel* travel) : AiTravel(travel->mData.mX, travel->mData.mY, travel->mData.mZ, this) { } std::unique_ptr AiInternalTravel::clone() const { return std::make_unique(*this); } }