#include "aitravel.hpp" #include #include #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "creaturestats.hpp" #include "movement.hpp" namespace { constexpr float TRAVEL_FINISH_TIME = 2.f; 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, bool repeat, AiTravel*) : TypedAiPackage(repeat) , mX(x) , mY(y) , mZ(z) , mHidden(false) , mDestinationTimer(TRAVEL_FINISH_TIME) { } AiTravel::AiTravel(float x, float y, float z, AiInternalTravel* derived) : TypedAiPackage(derived) , mX(x) , mY(y) , mZ(z) , mHidden(true) , mDestinationTimer(TRAVEL_FINISH_TIME) { } AiTravel::AiTravel(float x, float y, float z, bool repeat) : AiTravel(x, y, z, repeat, this) { } AiTravel::AiTravel(const ESM::AiSequence::AiTravel* travel) : TypedAiPackage(travel->mRepeat) , mX(travel->mData.mX) , mY(travel->mData.mY) , mZ(travel->mData.mZ) , mHidden(false) , mDestinationTimer(TRAVEL_FINISH_TIME) { // 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(); auto& stats = actor.getClass().getCreatureStats(actor); if (!stats.getMovementFlag(CreatureStats::Flag_ForceJump) && !stats.getMovementFlag(CreatureStats::Flag_ForceSneak) && (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); 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; if (pathTo(actor, targetPos, duration)) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return true; } // If we've been close enough to the destination for some time give up like Morrowind. // The end condition should be pretty much accurate. // FIXME: But the timing isn't. Right now we're being very generous, // but Morrowind might stop the actor prematurely under unclear conditions. // Note Morrowind uses the halved eye level, but this is close enough. float dist = distanceIgnoreZ(actorPos, targetPos) - MWBase::Environment::get().getWorld()->getHalfExtents(actor).z(); const float endTolerance = std::max(64.f, actor.getClass().getCurrentSpeed(actor) * duration); // Even if we have entered the threshold, we might have been pushed away. Reset the timer if we're currently too // far. if (dist > endTolerance) { mDestinationTimer = TRAVEL_FINISH_TIME; return false; } mDestinationTimer -= duration; if (mDestinationTimer > 0) return false; actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return true; } void AiTravel::fastForward(const MWWorld::Ptr& actor, AiState& state) { osg::Vec3f pos(mX, mY, mZ); if (!isWithinMaxRange(pos, 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, pos); actor.getClass().adjustPosition(actor, false); reset(); } void AiTravel::writeState(ESM::AiSequence::AiSequence& sequence) const { auto travel = std::make_unique(); travel->mData.mX = mX; travel->mData.mY = mY; travel->mData.mZ = mZ; travel->mHidden = mHidden; travel->mRepeat = getRepeat(); ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Travel; package.mPackage = std::move(travel); sequence.mPackages.push_back(std::move(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); } }