#include "obstacle.hpp" #include #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "movement.hpp" namespace MWMechanics { // NOTE: determined empirically but probably need further tweaking static const float DIST_SAME_SPOT = 0.5f; static const float DURATION_SAME_SPOT = 1.5f; static const float DURATION_TO_EVADE = 0.4f; const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] = { { 1.0f, 0.0f }, // move to side { 1.0f, -1.0f }, // move to side and backwards { -1.0f, 0.0f }, // move to other side { -1.0f, -1.0f } // move to side and backwards }; bool proximityToDoor(const MWWorld::Ptr& actor, float minDist) { if(getNearbyDoor(actor, minDist).isEmpty()) return false; else return true; } const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist) { MWWorld::CellStore *cell = actor.getCell(); // Check all the doors in this cell const MWWorld::CellRefList& doors = cell->getReadOnlyDoors(); osg::Vec3f pos(actor.getRefData().getPosition().asVec3()); pos.z() = 0; osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0)); for (const auto& ref : doors.mList) { osg::Vec3f doorPos(ref.mData.getPosition().asVec3()); // FIXME: cast const MWWorld::Ptr doorPtr = MWWorld::Ptr(&const_cast &>(ref), actor.getCell()); const auto doorState = doorPtr.getClass().getDoorState(doorPtr); float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2]; if (doorState != MWWorld::DoorState::Idle || doorRot != 0) continue; // the door is already opened/opening doorPos.z() = 0; float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length())); // Allow 60 degrees angle between actor and door if (angle < -osg::PI / 3 || angle > osg::PI / 3) continue; // Door is not close enough if ((pos - doorPos).length2() > minDist*minDist) continue; return doorPtr; // found, stop searching } return MWWorld::Ptr(); // none found } bool isAreaOccupiedByOtherActor(const MWWorld::ConstPtr& actor, const osg::Vec3f& destination, std::vector* occupyingActors) { const auto world = MWBase::Environment::get().getWorld(); const osg::Vec3f halfExtents = world->getPathfindingHalfExtents(actor); const auto maxHalfExtent = std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z())); return world->isAreaOccupiedByOtherActor(destination, 2 * maxHalfExtent, actor, occupyingActors); } ObstacleCheck::ObstacleCheck() : mWalkState(WalkState::Initial) , mStateDuration(0) , mEvadeDirectionIndex(0) { } void ObstacleCheck::clear() { mWalkState = WalkState::Initial; } bool ObstacleCheck::isEvading() const { return mWalkState == WalkState::Evade; } /* * input - actor, duration (time since last check) * output - true if evasive action needs to be taken * * Walking state transitions (player greeting check not shown): * * Initial ----> Norm <--------> CheckStuck -------> Evade ---+ * ^ ^ | f ^ | t ^ | | * | | | | | | | | * | +-+ +---+ +---+ | u * | any < t < u | * +---------------------------------------------+ * * f = one reaction time * t = how long before considered stuck * u = how long to move sideways * */ void ObstacleCheck::update(const MWWorld::Ptr& actor, const osg::Vec3f& destination, float duration) { const auto position = actor.getRefData().getPosition().asVec3(); if (mWalkState == WalkState::Initial) { mWalkState = WalkState::Norm; mStateDuration = 0; mPrev = position; mInitialDistance = (destination - position).length(); return; } if (mWalkState != WalkState::Evade) { const float distSameSpot = DIST_SAME_SPOT * actor.getClass().getCurrentSpeed(actor) * duration; const float prevDistance = (destination - mPrev).length(); const float currentDistance = (destination - position).length(); const float movedDistance = prevDistance - currentDistance; const float movedFromInitialDistance = mInitialDistance - currentDistance; mPrev = position; if (movedDistance >= distSameSpot && movedFromInitialDistance >= distSameSpot) { mWalkState = WalkState::Norm; mStateDuration = 0; return; } if (mWalkState == WalkState::Norm) { mWalkState = WalkState::CheckStuck; mStateDuration = duration; mInitialDistance = (destination - position).length(); return; } mStateDuration += duration; if (mStateDuration < DURATION_SAME_SPOT) { return; } mWalkState = WalkState::Evade; mStateDuration = 0; chooseEvasionDirection(); return; } mStateDuration += duration; if(mStateDuration >= DURATION_TO_EVADE) { // tried to evade, assume all is ok and start again mWalkState = WalkState::Norm; mStateDuration = 0; mPrev = position; } } void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement) const { actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0]; actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1]; } void ObstacleCheck::chooseEvasionDirection() { // change direction if attempt didn't work ++mEvadeDirectionIndex; if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS) { mEvadeDirectionIndex = 0; } } }