#include "actors.hpp" #include #include #include #include #include #include #include #include #include #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/actionequip.hpp" #include "../mwworld/player.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/statemanager.hpp" #include "../mwbase/luamanager.hpp" #include "../mwmechanics/aibreathe.hpp" #include "../mwrender/vismask.hpp" #include "spellcasting.hpp" #include "steering.hpp" #include "npcstats.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "character.hpp" #include "aicombat.hpp" #include "aicombataction.hpp" #include "aifollow.hpp" #include "aipursue.hpp" #include "aiwander.hpp" #include "actor.hpp" #include "summoning.hpp" #include "actorutil.hpp" namespace { bool isConscious(const MWWorld::Ptr& ptr) { const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); return !stats.isDead() && !stats.getKnockedDown(); } bool isCommanded(const MWWorld::Ptr& actor) { const auto& actorClass = actor.getClass(); const auto& stats = actorClass.getCreatureStats(actor); const bool isActorNpc = actorClass.isNpc(); const auto level = stats.getLevel(); for (const auto& params : stats.getActiveSpells()) { for (const auto& effect : params.getEffects()) { if (((effect.mEffectId == ESM::MagicEffect::CommandHumanoid && isActorNpc) || (effect.mEffectId == ESM::MagicEffect::CommandCreature && !isActorNpc)) && effect.mMagnitude >= level) return true; } } return false; } // Check for command effects having ended and remove package if necessary void adjustCommandedActor (const MWWorld::Ptr& actor) { if (isCommanded(actor)) return; MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); stats.getAiSequence().erasePackageIf([](auto& entry) { if (entry->getTypeId() == MWMechanics::AiPackageTypeId::Follow && static_cast(entry.get())->isCommanded()) { return true; } return false; }); } void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka) { MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); float endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); health = 0.1f * endurance; float fRestMagicMult = settings.find("fRestMagicMult")->mValue.getFloat (); magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified(); } template void forEachFollowingPackage(std::list& actors, const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& player, T&& func) { for (const MWMechanics::Actor& actor : actors) { const MWWorld::Ptr &iteratedActor = actor.getPtr(); if (iteratedActor == player || iteratedActor == actorPtr) continue; const MWMechanics::CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, // or there are only Combat and Wander packages before the AiFollow package for (const auto& package : stats.getAiSequence()) { if (!func(actor, package)) break; } } } float getStuntedMagickaDuration(const MWWorld::Ptr& actor) { float remainingTime = 0.f; for(const auto& params : actor.getClass().getCreatureStats(actor).getActiveSpells()) { for(const auto& effect : params.getEffects()) { if(effect.mEffectId == ESM::MagicEffect::StuntedMagicka) { if(effect.mDuration == -1.f) return -1.f; remainingTime = std::max(remainingTime, effect.mTimeLeft); } } } return remainingTime; } void soulTrap(const MWWorld::Ptr& creature) { const auto& stats = creature.getClass().getCreatureStats(creature); if(!stats.getMagicEffects().get(ESM::MagicEffect::Soultrap).getMagnitude()) return; int creatureSoulValue = creature.get()->mBase->mData.mSoul; if (creatureSoulValue == 0) return; MWBase::World* world = MWBase::Environment::get().getWorld(); static const float fSoulgemMult = world->getStore().get().find("fSoulgemMult")->mValue.getFloat(); for(const auto& params : stats.getActiveSpells()) { for(const auto& effect : params.getEffects()) { if(effect.mEffectId != ESM::MagicEffect::Soultrap || effect.mMagnitude <= 0.f) continue; MWWorld::Ptr caster = world->searchPtrViaActorId(params.getCasterActorId()); if (caster.isEmpty() || !caster.getClass().isActor()) continue; // Use the smallest soulgem that is large enough to hold the soul MWWorld::ContainerStore& container = caster.getClass().getContainerStore(caster); MWWorld::ContainerStoreIterator gem = container.end(); float gemCapacity = std::numeric_limits::max(); std::string soulgemFilter = "misc_soulgem"; // no other way to check for soulgems? :/ for (MWWorld::ContainerStoreIterator it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous); it != container.end(); ++it) { const std::string& id = it->getCellRef().getRefId(); if (id.size() >= soulgemFilter.size() && id.substr(0,soulgemFilter.size()) == soulgemFilter) { float thisGemCapacity = it->get()->mBase->mData.mValue * fSoulgemMult; if (thisGemCapacity >= creatureSoulValue && thisGemCapacity < gemCapacity && it->getCellRef().getSoul().empty()) { gem = it; gemCapacity = thisGemCapacity; } } } if (gem == container.end()) continue; // Set the soul on just one of the gems, not the whole stack gem->getContainerStore()->unstack(*gem, caster); gem->getCellRef().setSoul(creature.getCellRef().getRefId()); // Restack the gem with other gems with the same soul gem->getContainerStore()->restack(*gem); if (caster == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sSoultrapSuccess}"); const ESM::Static* fx = world->getStore().get() .search("VFX_Soul_Trap"); if (fx) { const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS(); world->spawnEffect( Misc::ResourceHelpers::correctMeshPath(fx->mModel, vfs), "", creature.getRefData().getPosition().asVec3()); } MWBase::Environment::get().getSoundManager()->playSound3D(creature.getRefData().getPosition().asVec3(), "conjuration hit", 1.f, 1.f); return; //remove to get vanilla behaviour } } } void removeTemporaryEffects(const MWWorld::Ptr& ptr) { ptr.getClass().getCreatureStats(ptr).getActiveSpells().purge([] (const auto& spell) { return spell.getType() == ESM::ActiveSpells::Type_Consumable || spell.getType() == ESM::ActiveSpells::Type_Temporary; }, ptr); } } namespace MWMechanics { static const int GREETING_SHOULD_START = 4; // how many updates should pass before NPC can greet player static const int GREETING_SHOULD_END = 20; // how many updates should pass before NPC stops turning to player static const int GREETING_COOLDOWN = 40; // how many updates should pass before NPC can continue movement static const float DECELERATE_DISTANCE = 512.f; namespace { float getTimeToDestination(const AiPackage& package, const osg::Vec3f& position, float speed, float duration, const osg::Vec3f& halfExtents) { const auto distanceToNextPathPoint = (package.getNextPathPoint(package.getDestination()) - position).length(); return (distanceToNextPathPoint - package.getNextPathPointTolerance(speed, duration, halfExtents)) / speed; } void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, bool inCombatOrPursue) { const auto& actorRefData = actor.getRefData(); if (!actorRefData.getBaseNode()) return; if (targetActor.getClass().getCreatureStats(targetActor).isDead()) return; static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore() .get().find("fMaxHeadTrackDistance")->mValue.getFloat(); static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore() .get().find("fInteriorHeadTrackMult")->mValue.getFloat(); float maxDistance = fMaxHeadTrackDistance; const ESM::Cell* currentCell = actor.getCell()->getCell(); if (!currentCell->isExterior() && !(currentCell->mData.mFlags & ESM::Cell::QuasiEx)) maxDistance *= fInteriorHeadTrackMult; const osg::Vec3f actor1Pos(actorRefData.getPosition().asVec3()); const osg::Vec3f actor2Pos(targetActor.getRefData().getPosition().asVec3()); float sqrDist = (actor1Pos - actor2Pos).length2(); if (sqrDist > std::min(maxDistance * maxDistance, sqrHeadTrackDistance) && !inCombatOrPursue) return; // stop tracking when target is behind the actor osg::Vec3f actorDirection = actorRefData.getBaseNode()->getAttitude() * osg::Vec3f(0,1,0); osg::Vec3f targetDirection(actor2Pos - actor1Pos); actorDirection.z() = 0; targetDirection.z() = 0; if ((actorDirection * targetDirection > 0 || inCombatOrPursue) // check LOS and awareness last as it's the most expensive function && MWBase::Environment::get().getWorld()->getLOS(actor, targetActor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor)) { sqrHeadTrackDistance = sqrDist; headTrackTarget = targetActor; } } void updateHeadTracking(const MWWorld::Ptr& ptr, const std::list& actors, bool isPlayer, CharacterController& ctrl) { float sqrHeadTrackDistance = std::numeric_limits::max(); MWWorld::Ptr headTrackTarget; const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); const bool firstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson(); // 1. Unconsious actor can not track target // 2. Actors in combat and pursue mode do not bother to headtrack anyone except their target // 3. Player character does not use headtracking in the 1st-person view if (!stats.getKnockedDown() && !firstPersonPlayer) { bool inCombatOrPursue = stats.getAiSequence().isInCombat() || stats.getAiSequence().isInPursuit(); if (inCombatOrPursue) { auto activePackageTarget = stats.getAiSequence().getActivePackage().getTarget(); if (!activePackageTarget.isEmpty()) { // Track the specified target of package. updateHeadTracking(ptr, activePackageTarget, headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue); } } else { // Find something nearby. for (const Actor& otherActor : actors) { if (otherActor.getPtr() == ptr) continue; updateHeadTracking(ptr, otherActor.getPtr(), headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue); } } } ctrl.setHeadTrackTarget(headTrackTarget); } } void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr, duration); // fatigue restoration calculateRestoration(ptr, duration); } void Actors::playIdleDialogue(const MWWorld::Ptr& actor) { if (!actor.getClass().isActor() || actor == getPlayer() || MWBase::Environment::get().getSoundManager()->sayActive(actor)) return; const CreatureStats &stats = actor.getClass().getCreatureStats(actor); if (stats.getAiSetting(CreatureStats::AI_Hello).getModified() == 0) return; const MWMechanics::AiSequence& seq = stats.getAiSequence(); if (seq.isInCombat() || seq.hasPackage(AiPackageTypeId::Follow) || seq.hasPackage(AiPackageTypeId::Escort)) return; const osg::Vec3f playerPos(getPlayer().getRefData().getPosition().asVec3()); const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); MWBase::World* world = MWBase::Environment::get().getWorld(); if (world->isSwimming(actor) || (playerPos - actorPos).length2() >= 3000 * 3000) return; // Our implementation is not FPS-dependent unlike Morrowind's so it needs to be recalibrated. // We chose to use the chance MW would have when run at 60 FPS with the default value of the GMST. const float delta = MWBase::Environment::get().getFrameDuration() * 6.f; static const float fVoiceIdleOdds = world->getStore().get().find("fVoiceIdleOdds")->mValue.getFloat(); if (Misc::Rng::rollProbability(world->getPrng()) * 10000.f < fVoiceIdleOdds * delta && world->getLOS(getPlayer(), actor)) MWBase::Environment::get().getDialogueManager()->say(actor, "idle"); } void Actors::updateMovementSpeed(const MWWorld::Ptr& actor) { if (mSmoothMovement) return; const auto& actorClass = actor.getClass(); const CreatureStats &stats = actorClass.getCreatureStats(actor); const MWMechanics::AiSequence& seq = stats.getAiSequence(); if (!seq.isEmpty() && seq.getActivePackage().useVariableSpeed()) { osg::Vec3f targetPos = seq.getActivePackage().getDestination(); osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3(); float distance = (targetPos - actorPos).length(); if (distance < DECELERATE_DISTANCE) { float speedCoef = std::max(0.7f, 0.2f + 0.8f * distance / DECELERATE_DISTANCE); auto& movement = actorClass.getMovementSettings(actor); movement.mPosition[0] *= speedCoef; movement.mPosition[1] *= speedCoef; } } } void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly) { const auto& actorClass = actor.getClass(); if (!actorClass.isActor() || actor == getPlayer()) return; const CreatureStats& actorStats = actorClass.getCreatureStats(actor); const MWMechanics::AiSequence& seq = actorStats.getAiSequence(); const auto packageId = seq.getTypeId(); if (seq.isInCombat() || MWBase::Environment::get().getWorld()->isSwimming(actor) || (packageId != AiPackageTypeId::Wander && packageId != AiPackageTypeId::Travel && packageId != AiPackageTypeId::None)) { actorState.setTurningToPlayer(false); actorState.setGreetingTimer(0); actorState.setGreetingState(Greet_None); return; } MWWorld::Ptr player = getPlayer(); osg::Vec3f playerPos(player.getRefData().getPosition().asVec3()); osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); osg::Vec3f dir = playerPos - actorPos; if (actorState.isTurningToPlayer()) { // Reduce the turning animation glitch by using a *HUGE* value of // epsilon... TODO: a proper fix might be in either the physics or the // animation subsystem if (zTurn(actor, actorState.getAngleToPlayer(), osg::DegreesToRadians(5.f))) { actorState.setTurningToPlayer(false); // An original engine launches an endless idle2 when an actor greets player. playAnimationGroup(actor, "idle2", 0, std::numeric_limits::max(), false); } } if (turnOnly) return; // Play a random voice greeting if the player gets too close static const int iGreetDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore() .get().find("iGreetDistanceMultiplier")->mValue.getInteger(); float helloDistance = static_cast(actorStats.getAiSetting(CreatureStats::AI_Hello).getModified() * iGreetDistanceMultiplier); const auto& playerStats = player.getClass().getCreatureStats(player); int greetingTimer = actorState.getGreetingTimer(); GreetingState greetingState = actorState.getGreetingState(); if (greetingState == Greet_None) { if ((playerPos - actorPos).length2() <= helloDistance * helloDistance && !playerStats.isDead() && !actorStats.isParalyzed() && MWBase::Environment::get().getWorld()->getLOS(player, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, actor)) greetingTimer++; if (greetingTimer >= GREETING_SHOULD_START) { greetingState = Greet_InProgress; MWBase::Environment::get().getDialogueManager()->say(actor, "hello"); greetingTimer = 0; } } if (greetingState == Greet_InProgress) { greetingTimer++; if (!actorStats.getMovementFlag(CreatureStats::Flag_ForceJump) && !actorStats.getMovementFlag(CreatureStats::Flag_ForceSneak) && (greetingTimer <= GREETING_SHOULD_END || MWBase::Environment::get().getSoundManager()->sayActive(actor))) turnActorToFacePlayer(actor, actorState, dir); if (greetingTimer >= GREETING_COOLDOWN) { greetingState = Greet_Done; greetingTimer = 0; } } if (greetingState == Greet_Done) { float resetDist = 2 * helloDistance; if ((playerPos - actorPos).length2() >= resetDist * resetDist) greetingState = Greet_None; } actorState.setGreetingTimer(greetingTimer); actorState.setGreetingState(greetingState); } void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) { auto& movementSettings = actor.getClass().getMovementSettings(actor); movementSettings.mPosition[1] = 0; movementSettings.mPosition[0] = 0; if (!actorState.isTurningToPlayer()) { float from = dir.x(); float to = dir.y(); float angle = std::atan2(from, to); actorState.setAngleToPlayer(angle); float deltaAngle = Misc::normalizeAngle(angle - actor.getRefData().getPosition().rot[2]); if (!mSmoothMovement || std::abs(deltaAngle) > osg::DegreesToRadians(60.f)) actorState.setTurningToPlayer(true); } } void Actors::stopCombat(const MWWorld::Ptr& ptr) { auto& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence(); std::vector targets; if(ai.getCombatTargets(targets)) { std::set allySet; getActorsSidingWith(ptr, allySet); allySet.insert(ptr); std::vector allies(allySet.begin(), allySet.end()); for(const auto& ally : allies) ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(targets); for(const auto& target : targets) target.getClass().getCreatureStats(target).getAiSequence().stopCombat(allies); } } void Actors::engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map >& cachedAllies, bool againstPlayer) { // No combat for totally static creatures if (!actor1.getClass().isMobile(actor1)) return; CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1); if (creatureStats1.isDead() || creatureStats1.getAiSequence().isInCombat(actor2)) return; const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); if (creatureStats2.isDead()) return; const osg::Vec3f actor1Pos(actor1.getRefData().getPosition().asVec3()); const osg::Vec3f actor2Pos(actor2.getRefData().getPosition().asVec3()); const float sqrDist = (actor1Pos - actor2Pos).length2(); if (sqrDist > mActorsProcessingRange * mActorsProcessingRange) return; // If this is set to true, actor1 will start combat with actor2 if the awareness check at the end of the method returns true bool aggressive = false; // Get actors allied with actor1. Includes those following or escorting actor1, actors following or escorting those actors, (recursive) // and any actor currently being followed or escorted by actor1 std::set allies1; getActorsSidingWith(actor1, allies1, cachedAllies); const auto mechanicsManager = MWBase::Environment::get().getMechanicsManager(); // If an ally of actor1 has been attacked by actor2 or has attacked actor2, start combat between actor1 and actor2 for (const MWWorld::Ptr& ally : allies1) { if (creatureStats1.getAiSequence().isInCombat(ally)) continue; if (creatureStats2.matchesActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId())) { mechanicsManager->startCombat(actor1, actor2); // Also set the same hit attempt actor. Otherwise, if fighting the player, they may stop combat // if the player gets out of reach, while the ally would continue combat with the player creatureStats1.setHitAttemptActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId()); return; } // If there's been no attack attempt yet but an ally of actor1 is in combat with actor2, become aggressive to actor2 if (ally.getClass().getCreatureStats(ally).getAiSequence().isInCombat(actor2)) aggressive = true; } std::set playerAllies; getActorsSidingWith(MWMechanics::getPlayer(), playerAllies, cachedAllies); bool isPlayerFollowerOrEscorter = playerAllies.find(actor1) != playerAllies.end(); // If actor2 and at least one actor2 are in combat with actor1, actor1 and its allies start combat with them // Doesn't apply for player followers/escorters if (!aggressive && !isPlayerFollowerOrEscorter) { // Check that actor2 is in combat with actor1 if (creatureStats2.getAiSequence().isInCombat(actor1)) { std::set allies2; getActorsSidingWith(actor2, allies2, cachedAllies); // Check that an ally of actor2 is also in combat with actor1 for (const MWWorld::Ptr& ally2 : allies2) { if (ally2.getClass().getCreatureStats(ally2).getAiSequence().isInCombat(actor1)) { mechanicsManager->startCombat(actor1, actor2); // Also have actor1's allies start combat for (const MWWorld::Ptr& ally1 : allies1) mechanicsManager->startCombat(ally1, actor2); return; } } } } // Stop here if target is unreachable if (!canFight(actor1, actor2)) return; // If set in the settings file, player followers and escorters will become aggressive toward enemies in combat with them or the player static const bool followersAttackOnSight = Settings::Manager::getBool("followers attack on sight", "Game"); if (!aggressive && isPlayerFollowerOrEscorter && followersAttackOnSight) { if (creatureStats2.getAiSequence().isInCombat(actor1)) aggressive = true; else { for (const MWWorld::Ptr& ally : allies1) { if (creatureStats2.getAiSequence().isInCombat(ally)) { aggressive = true; break; } } } } // Do aggression check if actor2 is the player or a player follower or escorter if (!aggressive) { if (againstPlayer || playerAllies.find(actor2) != playerAllies.end()) { // Player followers and escorters with high fight should not initiate combat with the player or with // other player followers or escorters if (!isPlayerFollowerOrEscorter) aggressive = mechanicsManager->isAggressive(actor1, actor2); } } // Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter const auto world = MWBase::Environment::get().getWorld(); if (!aggressive && actor1.getClass().isClass(actor1, "Guard") && !actor2.getClass().isNpc() && creatureStats2.getAiSequence().isInCombat()) { // Check if the creature is too far static const float fAlarmRadius = world->getStore().get().find("fAlarmRadius")->mValue.getFloat(); if (sqrDist > fAlarmRadius * fAlarmRadius) return; bool followerOrEscorter = false; for (const auto& package : creatureStats2.getAiSequence()) { // The follow package must be first or have nothing but combat before it if (package->sideWithTarget()) { followerOrEscorter = true; break; } else if (package->getTypeId() != MWMechanics::AiPackageTypeId::Combat) break; } if (!followerOrEscorter) aggressive = true; } // If any of the above conditions turned actor1 aggressive towards actor2, do an awareness check. If it passes, start combat with actor2. if (aggressive) { bool LOS = world->getLOS(actor1, actor2) && mechanicsManager->awarenessCheck(actor2, actor1); if (LOS) mechanicsManager->startCombat(actor1, actor2); } } void Actors::adjustMagicEffects (const MWWorld::Ptr& creature, float duration) { CreatureStats& creatureStats = creature.getClass().getCreatureStats (creature); bool wasDead = creatureStats.isDead(); creatureStats.getActiveSpells().update(creature, duration); if (!wasDead && creatureStats.isDead()) { // The actor was killed by a magic effect. Figure out if the player was responsible for it. const ActiveSpells& spells = creatureStats.getActiveSpells(); MWWorld::Ptr player = getPlayer(); std::set playerFollowers; getActorsSidingWith(player, playerFollowers); for (ActiveSpells::TIterator it = spells.begin(); it != spells.end(); ++it) { bool actorKilled = false; const ActiveSpells::ActiveSpellParams& spell = *it; MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.getCasterActorId()); for (const auto& effect : spell.getEffects()) { static const std::array damageEffects{ ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison, ESM::MagicEffect::SunDamage, ESM::MagicEffect::DamageHealth, ESM::MagicEffect::AbsorbHealth }; bool isDamageEffect = std::find(damageEffects.begin(), damageEffects.end(), effect.mEffectId) != damageEffects.end(); if (isDamageEffect) { if (caster.getClass().isNpc() && caster.getClass().getNpcStats(caster).isWerewolf()) caster.getClass().getNpcStats(caster).addWerewolfKill(); if (caster == player || playerFollowers.find(caster) != playerFollowers.end()) { MWBase::Environment::get().getMechanicsManager()->actorKilled(creature, player); actorKilled = true; break; } } } if (actorKilled) break; } } // updateSummons assumes the actor belongs to a cell. // This assumption isn't always valid for the player character. if (!creature.isInCell()) return; if (!creatureStats.getSummonedCreatureMap().empty() || !creatureStats.getSummonedCreatureGraveyard().empty()) updateSummons(creature, mTimerDisposeSummonsCorpses == 0.f); } void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, double hours, bool sleep) { MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); if (stats.isDead()) return; const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); if (sleep) { float health, magicka; getRestorationPerHourOfSleep(ptr, health, magicka); DynamicStat stat = stats.getHealth(); stat.setCurrent(stat.getCurrent() + health * hours); stats.setHealth(stat); double restoreHours = hours; bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; if (stunted) { // Stunted Magicka effect should be taken into account. float remainingTime = getStuntedMagickaDuration(ptr); // Take a maximum remaining duration of Stunted Magicka effects (-1 is a constant one) in game hours. if (remainingTime > 0) { double timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor(); if(timeScale == 0.0) timeScale = 1; restoreHours = std::max(0.0, hours - remainingTime * timeScale / 3600.f); } else if (remainingTime == -1) restoreHours = 0; } if (restoreHours > 0) { stat = stats.getMagicka(); stat.setCurrent(stat.getCurrent() + magicka * restoreHours); stats.setMagicka(stat); } } // Current fatigue can be above base value due to a fortify effect. // In that case stop here and don't try to restore. DynamicStat fatigue = stats.getFatigue(); if (fatigue.getCurrent() >= fatigue.getBase()) return; // Restore fatigue float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat (); float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat (); float fEndFatigueMult = settings.find("fEndFatigueMult")->mValue.getFloat (); float endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr); if (normalizedEncumbrance > 1) normalizedEncumbrance = 1; float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance); x *= fEndFatigueMult * endurance; fatigue.setCurrent (fatigue.getCurrent() + 3600 * x * hours); stats.setFatigue (fatigue); } void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration) { if (ptr.getClass().getCreatureStats(ptr).isDead()) return; MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); // Current fatigue can be above base value due to a fortify effect. // In that case stop here and don't try to restore. DynamicStat fatigue = stats.getFatigue(); if (fatigue.getCurrent() >= fatigue.getBase()) return; // Restore fatigue float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified(); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat (); static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * endurance; fatigue.setCurrent (fatigue.getCurrent() + duration * x); stats.setFatigue (fatigue); } bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr) { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isAttackPreparing(); } bool Actors::isRunning(const MWWorld::Ptr& ptr) { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isRunning(); } bool Actors::isSneaking(const MWWorld::Ptr& ptr) { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isSneaking(); } void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer) { auto& actorClass = ptr.getClass(); NpcStats& stats = actorClass.getNpcStats(ptr); // When npc stats are just initialized, mTimeToStartDrowning == -1 and we should get value from GMST static const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get().find("fHoldBreathTime")->mValue.getFloat(); if (stats.getTimeToStartDrowning() == -1.f) stats.setTimeToStartDrowning(fHoldBreathTime); if (!isPlayer && stats.getTimeToStartDrowning() < fHoldBreathTime / 2) { AiSequence& seq = actorClass.getCreatureStats(ptr).getAiSequence(); if (seq.getTypeId() != AiPackageTypeId::Breathe) //Only add it once seq.stack(AiBreathe(), ptr); } MWBase::World* world = MWBase::Environment::get().getWorld(); bool knockedOutUnderwater = (isKnockedOut && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3()))); if ((world->isSubmerged(ptr) || knockedOutUnderwater) && stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0) { float timeLeft = 0.0f; if (knockedOutUnderwater) stats.setTimeToStartDrowning(0); else { timeLeft = stats.getTimeToStartDrowning() - duration; if (timeLeft < 0.0f) timeLeft = 0.0f; stats.setTimeToStartDrowning(timeLeft); } bool godmode = isPlayer && world->getGodModeState(); if (timeLeft == 0.0f && !godmode) { // If drowning, apply 3 points of damage per second static const float fSuffocationDamage = world->getStore().get().find("fSuffocationDamage")->mValue.getFloat(); DynamicStat health = stats.getHealth(); health.setCurrent(health.getCurrent() - fSuffocationDamage * duration); stats.setHealth(health); // Play a drowning sound MWBase::SoundManager* sndmgr = MWBase::Environment::get().getSoundManager(); if (!sndmgr->getSoundPlaying(ptr, "drown")) sndmgr->playSound3D(ptr, "drown", 1.0f, 1.0f); if (isPlayer) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); } } else stats.setTimeToStartDrowning(fHoldBreathTime); } void Actors::updateEquippedLight(const MWWorld::Ptr& ptr, float duration, bool mayEquip) { const bool isPlayer = (ptr == getPlayer()); auto& actorClass = ptr.getClass(); auto& inventoryStore = actorClass.getInventoryStore(ptr); auto heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); /** * Automatically equip NPCs torches at night and unequip them at day */ if (!isPlayer) { auto torchIter = std::find_if(std::begin(inventoryStore), std::end(inventoryStore), [&](auto entry) { return entry.getType() == ESM::Light::sRecordId && entry.getClass().canBeEquipped(entry, ptr).first; }); if (mayEquip) { if (torchIter != inventoryStore.end()) { if (!actorClass.getCreatureStats(ptr).getAiSequence().isInCombat()) { // For non-hostile NPCs, unequip whatever is in the left slot in favor of a light. if (heldIter != inventoryStore.end() && heldIter->getType() != ESM::Light::sRecordId) inventoryStore.unequipItem(*heldIter, ptr); } else if (heldIter == inventoryStore.end() || heldIter->getType() == ESM::Light::sRecordId) { // For hostile NPCs, see if they have anything better to equip first auto shield = inventoryStore.getPreferredShield(ptr); if (shield != inventoryStore.end()) inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, shield, ptr); } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); // If we have a torch and can equip it, then equip it now. if (heldIter == inventoryStore.end()) { inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torchIter, ptr); } } } else { if (heldIter != inventoryStore.end() && heldIter->getType() == ESM::Light::sRecordId) { // At day, unequip lights and auto equip shields or other suitable items // (Note: autoEquip will ignore lights) inventoryStore.autoEquip(ptr); } } } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); //If holding a light... if(heldIter.getType() == MWWorld::ContainerStore::Type_Light) { const auto world = MWBase::Environment::get().getWorld(); // Use time from the player's light if(isPlayer) { // But avoid using it up if the light source is hidden MWRender::Animation *anim = world->getAnimation(ptr); if (anim && anim->getCarriedLeftShown()) { float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter); // -1 is infinite light source. Other negative values are treated as 0. if (timeRemaining != -1.0f) { timeRemaining -= duration; if (timeRemaining <= 0.f) { inventoryStore.remove(*heldIter, 1, ptr); // remove it return; } heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining); } } } // Both NPC and player lights extinguish in water. if(world->isSwimming(ptr)) { inventoryStore.remove(*heldIter, 1, ptr); // remove it // ...But, only the player makes a sound. if(isPlayer) MWBase::Environment::get().getSoundManager()->playSound("torch out", 1.0, 1.0, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv); } } } void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration) { MWWorld::Ptr player = getPlayer(); if (ptr == player) return; auto& actorClass = ptr.getClass(); if (!actorClass.isNpc()) return; // get stats of witness CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr); NpcStats& npcStats = ptr.getClass().getNpcStats(ptr); const auto& playerClass = player.getClass(); const auto& playerStats = playerClass.getNpcStats(player); if (playerStats.isWerewolf()) return; const auto mechanicsManager = MWBase::Environment::get().getMechanicsManager(); const auto world = MWBase::Environment::get().getWorld(); if (actorClass.isClass(ptr, "Guard") && !creatureStats.getAiSequence().isInPursuit() && !creatureStats.getAiSequence().isInCombat() && creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid).getMagnitude() == 0) { const MWWorld::ESMStore& esmStore = world->getStore(); static const int cutoff = esmStore.get().find("iCrimeThreshold")->mValue.getInteger(); // Force dialogue on sight if bounty is greater than the cutoff // In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or attack (>= 5000 bounty) if (playerStats.getBounty() >= cutoff // TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s or so? && world->getLOS(ptr, player) && mechanicsManager->awarenessCheck(player, ptr)) { static const int iCrimeThresholdMultiplier = esmStore.get().find("iCrimeThresholdMultiplier")->mValue.getInteger(); if (playerStats.getBounty() >= cutoff * iCrimeThresholdMultiplier) { mechanicsManager->startCombat(ptr, player); creatureStats.setHitAttemptActorId(playerClass.getCreatureStats(player).getActorId()); // Stops the guard from quitting combat if player is unreachable } else creatureStats.getAiSequence().stack(AiPursue(player), ptr); creatureStats.setAlarmed(true); npcStats.setCrimeId(world->getPlayer().getNewCrimeId()); } } // if I was a witness to a crime if (npcStats.getCrimeId() != -1) { // if you've paid for your crimes and I havent noticed if (npcStats.getCrimeId() <= world->getPlayer().getCrimeId()) { // Calm witness down if (ptr.getClass().isClass(ptr, "Guard")) creatureStats.getAiSequence().stopPursuit(); stopCombat(ptr); // Reset factors to attack creatureStats.setAttacked(false); creatureStats.setAlarmed(false); creatureStats.setAiSetting(CreatureStats::AI_Fight, ptr.getClass().getBaseFightRating(ptr)); // Update witness crime id npcStats.setCrimeId(-1); } } } Actors::Actors() : mSmoothMovement(Settings::Manager::getBool("smooth movement", "Game")) { mTimerDisposeSummonsCorpses = 0.2f; // We should add a delay between summoned creature death and its corpse despawning updateProcessingRange(); } float Actors::getProcessingRange() const { return mActorsProcessingRange; } void Actors::updateProcessingRange() { // We have to cap it since using high values (larger than 7168) will make some quests harder or impossible to complete (bug #1876) static const float maxRange = 7168.f; static const float minRange = maxRange / 2.f; mActorsProcessingRange = std::clamp(Settings::Manager::getFloat("actors processing range", "Game"), minRange, maxRange); } void Actors::addActor (const MWWorld::Ptr& ptr, bool updateImmediately) { removeActor(ptr, true); MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); if (!anim) return; const auto it = mActors.emplace(mActors.end(), ptr, anim); mIndex.emplace(ptr.mRef, it); if (updateImmediately) it->getCharacterController().update(0); // We should initially hide actors outside of processing range. // Note: since we update player after other actors, distance will be incorrect during teleportation. // Do not update visibility if player was teleported, so actors will be visible during teleportation frame. if (MWBase::Environment::get().getWorld()->getPlayer().wasTeleported()) return; updateVisibility(ptr, it->getCharacterController()); } void Actors::updateVisibility (const MWWorld::Ptr& ptr, CharacterController& ctrl) { MWWorld::Ptr player = MWMechanics::getPlayer(); if (ptr == player) return; const float dist = (player.getRefData().getPosition().asVec3() - ptr.getRefData().getPosition().asVec3()).length(); if (dist > mActorsProcessingRange) { ptr.getRefData().getBaseNode()->setNodeMask(0); return; } else ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor); // Fade away actors on large distance (>90% of actor's processing distance) float visibilityRatio = 1.0; float fadeStartDistance = mActorsProcessingRange*0.9f; float fadeEndDistance = mActorsProcessingRange; float fadeRatio = (dist - fadeStartDistance)/(fadeEndDistance - fadeStartDistance); if (fadeRatio > 0) visibilityRatio -= std::max(0.f, fadeRatio); visibilityRatio = std::min(1.f, visibilityRatio); ctrl.setVisibility(visibilityRatio); } void Actors::removeActor (const MWWorld::Ptr& ptr, bool keepActive) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { if(!keepActive) removeTemporaryEffects(iter->second->getPtr()); mActors.erase(iter->second); mIndex.erase(iter); } } void Actors::castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().castSpell(spellId, manualSpell); } bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) { if (!actor.getClass().isActor()) return false; // If an observer is NPC, check if he detected an actor if (!observer.isEmpty() && observer.getClass().isNpc()) { return MWBase::Environment::get().getWorld()->getLOS(observer, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, observer); } // Otherwise check if any actor in AI processing range sees the target actor std::vector neighbors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, mActorsProcessingRange, neighbors); for (const MWWorld::Ptr &neighbor : neighbors) { if (neighbor == actor) continue; bool result = MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, neighbor); if (result) return true; } return false; } void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) { const auto iter = mIndex.find(old.mRef); if (iter != mIndex.end()) iter->second->updatePtr(ptr); } void Actors::dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore) { for (auto iter = mActors.begin(); iter != mActors.end();) { if ((iter->getPtr().isInCell() && iter->getPtr().getCell() == cellStore) && iter->getPtr() != ignore) { removeTemporaryEffects(iter->getPtr()); mIndex.erase(iter->getPtr().mRef); iter = mActors.erase(iter); } else ++iter; } } void Actors::updateCombatMusic () { MWWorld::Ptr player = getPlayer(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); bool hasHostiles = false; // need to know this to play Battle music bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive(); if (aiActive) { for (const Actor& actor : mActors) { if (actor.getPtr() == player) continue; bool inProcessingRange = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2() <= mActorsProcessingRange*mActorsProcessingRange; if (inProcessingRange) { MWMechanics::CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); if (!stats.isDead() && stats.getAiSequence().isInCombat()) { hasHostiles = true; break; } } } } // check if we still have any player enemies to switch music if (mCurrentMusic != MusicType::Explore && !hasHostiles && !(player.getClass().getCreatureStats(player).isDead() && MWBase::Environment::get().getSoundManager()->isMusicPlaying())) { MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore")); mCurrentMusic = MusicType::Explore; } else if (mCurrentMusic != MusicType::Battle && hasHostiles) { MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Battle")); mCurrentMusic = MusicType::Battle; } } void Actors::predictAndAvoidCollisions(float duration) { if (!MWBase::Environment::get().getMechanicsManager()->isAIActive()) return; const float minGap = 10.f; const float maxDistForPartialAvoiding = 200.f; const float maxDistForStrictAvoiding = 100.f; const float maxTimeToCheck = 2.0f; static const bool giveWayWhenIdle = Settings::Manager::getBool("NPCs give way", "Game"); const MWWorld::Ptr player = getPlayer(); const MWBase::World* world = MWBase::Environment::get().getWorld(); for (const Actor& actor : mActors) { const MWWorld::Ptr& ptr = actor.getPtr(); if (ptr == player) continue; // Don't interfere with player controls. float maxSpeed = ptr.getClass().getMaxSpeed(ptr); if (maxSpeed == 0.0) continue; // Can't move, so there is no sense to predict collisions. Movement& movement = ptr.getClass().getMovementSettings(ptr); osg::Vec2f origMovement(movement.mPosition[0], movement.mPosition[1]); bool isMoving = origMovement.length2() > 0.01; if (movement.mPosition[1] < 0) continue; // Actors can not see others when move backward. // Moving NPCs always should avoid collisions. // Standing NPCs give way to moving ones if they are not in combat (or pursue) mode and either // follow player or have a AIWander package with non-empty wander area. bool shouldAvoidCollision = isMoving; bool shouldGiveWay = false; bool shouldTurnToApproachingActor = !isMoving; MWWorld::Ptr currentTarget; // Combat or pursue target (NPCs should not avoid collision with their targets). const auto& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if (!aiSequence.isEmpty()) { const auto& package = aiSequence.getActivePackage(); if (package.getTypeId() == AiPackageTypeId::Follow) { shouldAvoidCollision = true; } else if (package.getTypeId() == AiPackageTypeId::Wander && giveWayWhenIdle) { if (!static_cast(package).isStationary()) shouldGiveWay = true; } else if (package.getTypeId() == AiPackageTypeId::Combat || package.getTypeId() == AiPackageTypeId::Pursue) { currentTarget = package.getTarget(); shouldAvoidCollision = isMoving; shouldTurnToApproachingActor = false; } } if (!shouldAvoidCollision && !shouldGiveWay) continue; osg::Vec2f baseSpeed = origMovement * maxSpeed; osg::Vec3f basePos = ptr.getRefData().getPosition().asVec3(); float baseRotZ = ptr.getRefData().getPosition().rot[2]; const osg::Vec3f halfExtents = world->getHalfExtents(ptr); float maxDistToCheck = isMoving ? maxDistForPartialAvoiding : maxDistForStrictAvoiding; float timeToCheck = maxTimeToCheck; if (!shouldGiveWay && !aiSequence.isEmpty()) timeToCheck = std::min(timeToCheck, getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents)); float timeToCollision = timeToCheck; osg::Vec2f movementCorrection(0, 0); float angleToApproachingActor = 0; // Iterate through all other actors and predict collisions. for (const Actor& otherActor : mActors) { const MWWorld::Ptr& otherPtr = otherActor.getPtr(); if (otherPtr == ptr || otherPtr == currentTarget) continue; const osg::Vec3f otherHalfExtents = world->getHalfExtents(otherPtr); osg::Vec3f deltaPos = otherPtr.getRefData().getPosition().asVec3() - basePos; osg::Vec2f relPos = Misc::rotateVec2f(osg::Vec2f(deltaPos.x(), deltaPos.y()), baseRotZ); float dist = deltaPos.length(); // Ignore actors which are not close enough or come from behind. if (dist > maxDistToCheck || relPos.y() < 0) continue; // Don't check for a collision if vertical distance is greater then the actor's height. if (deltaPos.z() > halfExtents.z() * 2 || deltaPos.z() < -otherHalfExtents.z() * 2) continue; osg::Vec3f speed = otherPtr.getClass().getMovementSettings(otherPtr).asVec3() * otherPtr.getClass().getMaxSpeed(otherPtr); float rotZ = otherPtr.getRefData().getPosition().rot[2]; osg::Vec2f relSpeed = Misc::rotateVec2f(osg::Vec2f(speed.x(), speed.y()), baseRotZ - rotZ) - baseSpeed; float collisionDist = minGap + halfExtents.x() + otherHalfExtents.x(); collisionDist = std::min(collisionDist, relPos.length()); // Find the earliest `t` when |relPos + relSpeed * t| == collisionDist. float vr = relPos.x() * relSpeed.x() + relPos.y() * relSpeed.y(); float v2 = relSpeed.length2(); float Dh = vr * vr - v2 * (relPos.length2() - collisionDist * collisionDist); if (Dh <= 0 || v2 == 0) continue; // No solution; distance is always >= collisionDist. float t = (-vr - std::sqrt(Dh)) / v2; if (t < 0 || t > timeToCollision) continue; // Check visibility and awareness last as it's expensive. if (!MWBase::Environment::get().getWorld()->getLOS(otherPtr, ptr)) continue; if (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(otherPtr, ptr)) continue; timeToCollision = t; angleToApproachingActor = std::atan2(deltaPos.x(), deltaPos.y()); osg::Vec2f posAtT = relPos + relSpeed * t; float coef = (posAtT.x() * relSpeed.x() + posAtT.y() * relSpeed.y()) / (collisionDist * collisionDist * maxSpeed); coef *= std::clamp((maxDistForPartialAvoiding - dist) / (maxDistForPartialAvoiding - maxDistForStrictAvoiding), 0.f, 1.f); movementCorrection = posAtT * coef; if (otherPtr.getClass().getCreatureStats(otherPtr).isDead()) // In case of dead body still try to go around (it looks natural), but reduce the correction twice. movementCorrection.y() *= 0.5f; } if (timeToCollision < timeToCheck) { // Try to evade the nearest collision. osg::Vec2f newMovement = origMovement + movementCorrection; // Step to the side rather than backward. Otherwise player will be able to push the NPC far away from it's original location. newMovement.y() = std::max(newMovement.y(), 0.f); newMovement.normalize(); if (isMoving) newMovement *= origMovement.length(); // Keep the original speed. movement.mPosition[0] = newMovement.x(); movement.mPosition[1] = newMovement.y(); if (shouldTurnToApproachingActor) zTurn(ptr, angleToApproachingActor); } } } void Actors::update (float duration, bool paused) { if(!paused) { const float updateEquippedLightInterval = 1.0f; if (mTimerUpdateHeadTrack >= 0.3f) mTimerUpdateHeadTrack = 0; if (mTimerUpdateHello >= 0.25f) mTimerUpdateHello = 0; if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0; if (mTimerUpdateEquippedLight >= updateEquippedLightInterval) mTimerUpdateEquippedLight = 0; // show torches only when there are darkness and no precipitations MWBase::World* world = MWBase::Environment::get().getWorld(); bool showTorches = world->useTorches(); MWWorld::Ptr player = getPlayer(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); /// \todo move update logic to Actor class where appropriate std::map > cachedAllies; // will be filled as engageCombat iterates bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive(); int attackedByPlayerId = player.getClass().getCreatureStats(player).getHitAttemptActorId(); if (attackedByPlayerId != -1) { const MWWorld::Ptr playerHitAttemptActor = world->searchPtrViaActorId(attackedByPlayerId); if (!playerHitAttemptActor.isInCell()) player.getClass().getCreatureStats(player).setHitAttemptActorId(-1); } bool godmode = MWBase::Environment::get().getWorld()->getGodModeState(); // AI and magic effects update for (Actor& actor : mActors) { const bool isPlayer = actor.getPtr() == player; CharacterController& ctrl = actor.getCharacterController(); MWBase::LuaManager::ActorControls* luaControls = MWBase::Environment::get().getLuaManager()->getActorControls(actor.getPtr()); const float distSqr = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2(); // AI processing is only done within given distance to the player. bool inProcessingRange = distSqr <= mActorsProcessingRange*mActorsProcessingRange; // If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player. if (actor.getPtr() != player && (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead() || !actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence().isInCombat() || !inProcessingRange)) { actor.getPtr().getClass().getCreatureStats(actor.getPtr()).setHitAttemptActorId(-1); if (player.getClass().getCreatureStats(player).getHitAttemptActorId() == actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActorId()) player.getClass().getCreatureStats(player).setHitAttemptActorId(-1); } const Misc::TimerStatus engageCombatTimerStatus = actor.updateEngageCombatTimer(duration); // For dead actors we need to update looping spell particles if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()) { // They can be added during the death animation if (!actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDeathAnimationFinished()) adjustMagicEffects(actor.getPtr(), duration); ctrl.updateContinuousVfx(); } else { bool cellChanged = world->hasCellChanged(); const MWWorld::Ptr actorPtr = actor.getPtr(); // make a copy of the map key to avoid it being invalidated when the player teleports updateActor(actorPtr, duration); // Looping magic VFX update // Note: we need to do this before any of the animations are updated. // Reaching the text keys may trigger Hit / Spellcast (and as such, particles), // so updating VFX immediately after that would just remove the particle effects instantly. // There needs to be a magic effect update in between. ctrl.updateContinuousVfx(); if (!cellChanged && world->hasCellChanged()) { return; // for now abort update of the old cell when cell changes by teleportation magic effect // a better solution might be to apply cell changes at the end of the frame } if (aiActive && inProcessingRange) { if (engageCombatTimerStatus == Misc::TimerStatus::Elapsed) { if (!isPlayer) adjustCommandedActor(actor.getPtr()); for (const Actor& otherActor : mActors) { if (otherActor.getPtr() == actor.getPtr() || isPlayer) // player is not AI-controlled continue; engageCombat(actor.getPtr(), otherActor.getPtr(), cachedAllies, otherActor.getPtr() == player); } } if (mTimerUpdateHeadTrack == 0) updateHeadTracking(actor.getPtr(), mActors, isPlayer, ctrl); if (actor.getPtr().getClass().isNpc() && actor.getPtr() != player) updateCrimePursuit(actor.getPtr(), duration); if (actor.getPtr() != player) { CreatureStats &stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); if (isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI)) { stats.getAiSequence().execute(actor.getPtr(), ctrl, duration); updateGreetingState(actor.getPtr(), actor, mTimerUpdateHello > 0); playIdleDialogue(actor.getPtr()); updateMovementSpeed(actor.getPtr()); } } } else if (aiActive && actor.getPtr() != player && isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI)) { CreatureStats &stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); stats.getAiSequence().execute(actor.getPtr(), ctrl, duration, /*outOfRange*/true); } if (inProcessingRange && actor.getPtr().getClass().isNpc()) { // We can not update drowning state for actors outside of AI distance - they can not resurface to breathe updateDrowning(actor.getPtr(), duration, ctrl.isKnockedOut(), isPlayer); } if (mTimerUpdateEquippedLight == 0 && actor.getPtr().getClass().hasInventoryStore(actor.getPtr())) updateEquippedLight(actor.getPtr(), updateEquippedLightInterval, showTorches); if (luaControls && isConscious(actor.getPtr())) { Movement& mov = actor.getPtr().getClass().getMovementSettings(actor.getPtr()); CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); float speedFactor = isPlayer ? 1.f : mov.mSpeedFactor; osg::Vec2f movement = osg::Vec2f(mov.mPosition[0], mov.mPosition[1]) * speedFactor; float rotationX = mov.mRotation[0]; float rotationZ = mov.mRotation[2]; bool jump = mov.mPosition[2] == 1; bool runFlag = stats.getMovementFlag(MWMechanics::CreatureStats::Flag_Run); bool attackingOrSpell = stats.getAttackingOrSpell(); if (luaControls->mChanged) { mov.mPosition[0] = luaControls->mSideMovement; mov.mPosition[1] = luaControls->mMovement; mov.mPosition[2] = luaControls->mJump ? 1 : 0; mov.mRotation[0] = luaControls->mPitchChange; mov.mRotation[1] = 0; mov.mRotation[2] = luaControls->mYawChange; mov.mSpeedFactor = osg::Vec2(luaControls->mMovement, luaControls->mSideMovement).length(); stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Run, luaControls->mRun); stats.setAttackingOrSpell((luaControls->mUse & 1) == 1); luaControls->mChanged = false; } luaControls->mSideMovement = movement.x(); luaControls->mMovement = movement.y(); luaControls->mPitchChange = rotationX; luaControls->mYawChange = rotationZ; luaControls->mJump = jump; luaControls->mRun = runFlag; luaControls->mUse = attackingOrSpell ? luaControls->mUse | 1 : luaControls->mUse & ~1; } } } static const bool avoidCollisions = Settings::Manager::getBool("NPCs avoid collisions", "Game"); if (avoidCollisions) predictAndAvoidCollisions(duration); mTimerUpdateHeadTrack += duration; mTimerUpdateEquippedLight += duration; mTimerUpdateHello += duration; mTimerDisposeSummonsCorpses += duration; // Animation/movement update CharacterController* playerCharacter = nullptr; for (Actor& actor : mActors) { const float dist = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length(); const bool isPlayer = actor.getPtr() == player; CreatureStats &stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); // Actors with active AI should be able to move. bool alwaysActive = false; if (!isPlayer && isConscious(actor.getPtr()) && !stats.isParalyzed()) { MWMechanics::AiSequence& seq = stats.getAiSequence(); alwaysActive = !seq.isEmpty() && seq.getActivePackage().alwaysActive(); } bool inRange = isPlayer || dist <= mActorsProcessingRange || alwaysActive; int activeFlag = 1; // Can be changed back to '2' to keep updating bounding boxes off screen (more accurate, but slower) if (isPlayer) activeFlag = 2; int active = inRange ? activeFlag : 0; CharacterController& ctrl = actor.getCharacterController(); ctrl.setActive(active); if (!inRange) { actor.getPtr().getRefData().getBaseNode()->setNodeMask(0); world->setActorActive(actor.getPtr(), false); continue; } world->setActorActive(actor.getPtr(), true); const bool isDead = actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead(); if (!isDead && (!godmode || !isPlayer) && actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isParalyzed()) ctrl.skipAnim(); // Handle player last, in case a cell transition occurs by casting a teleportation spell // (would invalidate the iterator) if (isPlayer) { playerCharacter = &ctrl; continue; } actor.getPtr().getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor); world->setActorCollisionMode(actor.getPtr(), true, !actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDeathAnimationFinished()); if (!actor.getPositionAdjusted()) { actor.getPtr().getClass().adjustPosition(actor.getPtr(), false); actor.setPositionAdjusted(true); } ctrl.update(duration); updateVisibility(actor.getPtr(), ctrl); } if (playerCharacter) { MWBase::Environment::get().getWorld()->applyDeferredPreviewRotationToPlayer(duration); playerCharacter->update(duration); playerCharacter->setVisibility(1.f); } for (const Actor& actor : mActors) { const MWWorld::Class &cls = actor.getPtr().getClass(); CreatureStats &stats = cls.getCreatureStats(actor.getPtr()); //KnockedOutOneFrameLogic //Used for "OnKnockedOut" command //Put here to ensure that it's run for PRECISELY one frame. if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Start it for one frame if nessesary stats.setKnockedDownOneFrame(true); } else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Turn off KnockedOutOneframe stats.setKnockedDownOneFrame(false); stats.setKnockedDownOverOneFrame(true); } } killDeadActors(); updateSneaking(playerCharacter, duration); } updateCombatMusic(); } void Actors::notifyDied(const MWWorld::Ptr &actor) { actor.getClass().getCreatureStats(actor).notifyDied(); ++mDeathCount[Misc::StringUtils::lowerCase(actor.getCellRef().getRefId())]; } void Actors::resurrect(const MWWorld::Ptr &ptr) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { if (iter->second->getCharacterController().isDead()) { // Actor has been resurrected. Notify the CharacterController and re-enable collision. MWBase::Environment::get().getWorld()->enableActorCollision(iter->second->getPtr(), true); iter->second->getCharacterController().resurrect(); } } } void Actors::killDeadActors() { for (Actor& actor : mActors) { const MWWorld::Class &cls = actor.getPtr().getClass(); CreatureStats &stats = cls.getCreatureStats(actor.getPtr()); if(!stats.isDead()) continue; MWBase::Environment::get().getWorld()->removeActorPath(actor.getPtr()); CharacterController::KillResult killResult = actor.getCharacterController().kill(); if (killResult == CharacterController::Result_DeathAnimStarted) { // Play dying words // Note: It's not known whether the soundgen tags scream, roar, and moan are reliable // for NPCs since some of the npc death animation files are missing them. MWBase::Environment::get().getDialogueManager()->say(actor.getPtr(), "hit"); // Apply soultrap if (actor.getPtr().getType() == ESM::Creature::sRecordId) soulTrap(actor.getPtr()); if (cls.isEssential(actor.getPtr())) MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}"); } else if (killResult == CharacterController::Result_DeathAnimJustFinished) { const bool isPlayer = actor.getPtr() == getPlayer(); notifyDied(actor.getPtr()); // Reset magic effects and recalculate derived effects // One case where we need this is to make sure bound items are removed upon death float vampirism = stats.getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude(); stats.getActiveSpells().clear(actor.getPtr()); // Make sure spell effects are removed purgeSpellEffects(stats.getActorId()); stats.getMagicEffects().add(ESM::MagicEffect::Vampirism, vampirism); if (isPlayer) { //player's death animation is over MWBase::Environment::get().getStateManager()->askLoadRecent(); // Play Death Music if it was the player dying MWBase::Environment::get().getSoundManager()->streamMusic("Special/MW_Death.mp3"); } else { // NPC death animation is over, disable actor collision MWBase::Environment::get().getWorld()->enableActorCollision(actor.getPtr(), false); } } } } void Actors::cleanupSummonedCreature (MWMechanics::CreatureStats& casterStats, int creatureActorId) { MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId); if (!ptr.isEmpty()) { MWBase::Environment::get().getWorld()->deleteObject(ptr); const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get() .search("VFX_Summon_End"); if (fx) { const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS(); MWBase::Environment::get().getWorld()->spawnEffect( Misc::ResourceHelpers::correctMeshPath(fx->mModel, vfs), "", ptr.getRefData().getPosition().asVec3()); } // Remove the summoned creature's summoned creatures as well MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); auto& creatureMap = stats.getSummonedCreatureMap(); for (const auto& creature : creatureMap) cleanupSummonedCreature(stats, creature.second); creatureMap.clear(); } else if (creatureActorId != -1) { // We didn't find the creature. It's probably in an inactive cell. // Add to graveyard so we can delete it when the cell becomes active. std::vector& graveyard = casterStats.getSummonedCreatureGraveyard(); graveyard.push_back(creatureActorId); } purgeSpellEffects(creatureActorId); } void Actors::purgeSpellEffects(int casterActorId) { for (const Actor& actor : mActors) { MWMechanics::ActiveSpells& spells = actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActiveSpells(); spells.purge(actor.getPtr(), casterActorId); } } void Actors::rest(double hours, bool sleep) { float duration = hours * 3600.f; float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor(); if (timeScale != 0.f) duration /= timeScale; const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); for (const Actor& actor : mActors) { if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()) { adjustMagicEffects(actor.getPtr(), duration); continue; } if (!sleep || actor.getPtr() == player) restoreDynamicStats(actor.getPtr(), hours, sleep); if ((!actor.getPtr().getRefData().getBaseNode()) || (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2() > mActorsProcessingRange*mActorsProcessingRange) continue; adjustMagicEffects (actor.getPtr(), duration); MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(actor.getPtr()); if (animation) { animation->removeEffects(); MWBase::Environment::get().getWorld()->applyLoopingParticles(actor.getPtr()); } } fastForwardAi(); } void Actors::updateSneaking(CharacterController* ctrl, float duration) { if (!ctrl) { MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); return; } MWWorld::Ptr player = getPlayer(); if (!MWBase::Environment::get().getMechanicsManager()->isSneaking(player)) { MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); return; } MWBase::World* world = MWBase::Environment::get().getWorld(); const MWWorld::Store& gmst = world->getStore().get(); static const float fSneakUseDist = gmst.find("fSneakUseDist")->mValue.getFloat(); static const float fSneakUseDelay = gmst.find("fSneakUseDelay")->mValue.getFloat(); if (mSneakTimer >= fSneakUseDelay) mSneakTimer = 0.f; if (mSneakTimer == 0.f) { // Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress. bool avoidedNotice = false; bool detected = false; std::vector observers; osg::Vec3f position(player.getRefData().getPosition().asVec3()); float radius = std::min(fSneakUseDist, mActorsProcessingRange); getObjectsInRange(position, radius, observers); std::set sidingActors; getActorsSidingWith(player, sidingActors); for (const MWWorld::Ptr &observer : observers) { if (observer == player || observer.getClass().getCreatureStats(observer).isDead()) continue; if (sidingActors.find(observer) != sidingActors.cend()) continue; if (world->getLOS(player, observer)) { if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer)) { detected = true; avoidedNotice = false; MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); break; } else { avoidedNotice = true; } } } if (mSneakSkillTimer >= fSneakUseDelay) mSneakSkillTimer = 0.f; if (avoidedNotice && mSneakSkillTimer == 0.f) player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, 0); if (!detected) MWBase::Environment::get().getWindowManager()->setSneakVisibility(true); } mSneakTimer += duration; mSneakSkillTimer += duration; } int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const { float healthPerHour, magickaPerHour; getRestorationPerHourOfSleep(ptr, healthPerHour, magickaPerHour); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; float healthHours = healthPerHour > 0 ? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour : 1.0f; float magickaHours = magickaPerHour > 0 && !stunted ? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour : 1.0f; int autoHours = static_cast(std::ceil(std::max(1.f, std::max(healthHours, magickaHours)))); return autoHours; } int Actors::countDeaths (const std::string& id) const { std::map::const_iterator iter = mDeathCount.find(id); if(iter != mDeathCount.end()) return iter->second; return 0; } void Actors::forceStateUpdate(const MWWorld::Ptr & ptr) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().forceStateUpdate(); } bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist) { const auto iter = mIndex.find(ptr.mRef); if(iter != mIndex.end()) { return iter->second->getCharacterController().playGroup(groupName, mode, number, persist); } else { Log(Debug::Warning) << "Warning: Actors::playAnimationGroup: Unable to find " << ptr.getCellRef().getRefId(); return false; } } void Actors::skipAnimation(const MWWorld::Ptr& ptr) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().skipAnim(); } bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) { const auto iter = mIndex.find(ptr.mRef); if(iter != mIndex.end()) return iter->second->getCharacterController().isAnimPlaying(groupName); return false; } void Actors::persistAnimationStates() { for (Actor& actor : mActors) actor.getCharacterController().persistAnimationState(); } void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector& out) { for (const Actor& actor : mActors) { if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius*radius) out.push_back(actor.getPtr()); } } bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius) { for (const Actor& actor : mActors) { if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius*radius) return true; } return false; } std::vector Actors::getActorsSidingWith(const MWWorld::Ptr& actorPtr, bool excludeInfighting) { std::vector list; for (const Actor& actor : mActors) { const MWWorld::Ptr& iteratedActor = actor.getPtr(); if (iteratedActor == getPlayer()) continue; const bool sameActor = (iteratedActor == actorPtr); const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; // An actor counts as siding with this actor if Follow or Escort is the current AI package, or there are only Wander packages before the Follow/Escort package // Actors that are targeted by this actor's Follow or Escort packages also side with them for (const auto& package : stats.getAiSequence()) { if (excludeInfighting && !sameActor && package->getTypeId() == AiPackageTypeId::Combat && package->getTarget() == actorPtr) break; if (package->sideWithTarget() && !package->getTarget().isEmpty()) { if (sameActor) { if(excludeInfighting) { MWWorld::Ptr ally = package->getTarget(); std::vector enemies; if(ally.getClass().getCreatureStats(ally).getAiSequence().getCombatTargets(enemies) && std::find(enemies.begin(), enemies.end(), actorPtr) != enemies.end()) break; } list.push_back(package->getTarget()); } else if (package->getTarget() == actorPtr) { list.push_back(iteratedActor); } break; } else if (package->getTypeId() > AiPackageTypeId::Wander && package->getTypeId() <= AiPackageTypeId::Activate) // Don't count "fake" package types break; } } return list; } std::vector Actors::getActorsFollowing(const MWWorld::Ptr& actorPtr) { std::vector list; forEachFollowingPackage(mActors, actorPtr, getPlayer(), [&] (const Actor& actor, const std::shared_ptr& package) { if (package->followTargetThroughDoors() && package->getTarget() == actorPtr) list.push_back(actor.getPtr()); else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) return false; return true; }); return list; } void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set& out) { auto followers = getActorsFollowing(actor); for(const MWWorld::Ptr &follower : followers) if (out.insert(follower).second) getActorsFollowing(follower, out); } void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set& out, bool excludeInfighting) { auto followers = getActorsSidingWith(actor, excludeInfighting); for(const MWWorld::Ptr &follower : followers) if (out.insert(follower).second) getActorsSidingWith(follower, out, excludeInfighting); } void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set& out, std::map >& cachedAllies) { // If we have already found actor's allies, use the cache std::map >::const_iterator search = cachedAllies.find(actor); if (search != cachedAllies.end()) out.insert(search->second.begin(), search->second.end()); else { auto followers = getActorsSidingWith(actor, true); for (const MWWorld::Ptr &follower : followers) if (out.insert(follower).second) getActorsSidingWith(follower, out, cachedAllies); // Cache ptrs and their sets of allies cachedAllies.insert(std::make_pair(actor, out)); for (const MWWorld::Ptr &iter : out) { search = cachedAllies.find(iter); if (search == cachedAllies.end()) cachedAllies.insert(std::make_pair(iter, out)); } } } std::vector Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor) { std::vector list; forEachFollowingPackage(mActors, actor, getPlayer(), [&] (const Actor&, const std::shared_ptr& package) { if (package->followTargetThroughDoors() && package->getTarget() == actor) { list.push_back(static_cast(package.get())->getFollowIndex()); return false; } else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) return false; return true; }); return list; } std::map Actors::getActorsFollowingByIndex(const MWWorld::Ptr &actor) { std::map map; forEachFollowingPackage(mActors, actor, getPlayer(), [&] (const Actor& otherActor, const std::shared_ptr& package) { if (package->followTargetThroughDoors() && package->getTarget() == actor) { int index = static_cast(package.get())->getFollowIndex(); map[index] = otherActor.getPtr(); return false; } else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) return false; return true; }); return map; } std::vector Actors::getActorsFighting(const MWWorld::Ptr& actor) { std::vector list; std::vector neighbors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, mActorsProcessingRange, neighbors); for(const MWWorld::Ptr& neighbor : neighbors) { if (neighbor == actor) continue; const CreatureStats &stats = neighbor.getClass().getCreatureStats(neighbor); if (stats.isDead()) continue; if (stats.getAiSequence().isInCombat(actor)) list.push_back(neighbor); } return list; } std::vector Actors::getEnemiesNearby(const MWWorld::Ptr& actor) { std::vector list; std::vector neighbors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, mActorsProcessingRange, neighbors); std::set followers; getActorsFollowing(actor, followers); for (auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor) { const CreatureStats &stats = neighbor->getClass().getCreatureStats(*neighbor); if (stats.isDead() || *neighbor == actor || neighbor->getClass().isPureWaterCreature(*neighbor)) continue; const bool isFollower = followers.find(*neighbor) != followers.end(); if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(*neighbor, actor) && !isFollower)) list.push_back(*neighbor); } return list; } void Actors::write (ESM::ESMWriter& writer, Loading::Listener& listener) const { writer.startRecord(ESM::REC_DCOU); for (std::map::const_iterator it = mDeathCount.begin(); it != mDeathCount.end(); ++it) { writer.writeHNString("ID__", it->first); writer.writeHNT ("COUN", it->second); } writer.endRecord(ESM::REC_DCOU); } void Actors::readRecord (ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_DCOU) { while (reader.isNextSub("ID__")) { std::string id = reader.getHString(); int count; reader.getHNT(count, "COUN"); if (MWBase::Environment::get().getWorld()->getStore().find(id)) mDeathCount[id] = count; } } } void Actors::clear() { mIndex.clear(); mActors.clear(); mDeathCount.clear(); } void Actors::updateMagicEffects(const MWWorld::Ptr &ptr) { adjustMagicEffects(ptr, 0.f); } bool Actors::isReadyToBlock(const MWWorld::Ptr &ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isReadyToBlock(); } bool Actors::isCastingSpell(const MWWorld::Ptr &ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isCastingSpell(); } bool Actors::isAttackingOrSpell(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isAttackingOrSpell(); } int Actors::getGreetingTimer(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return 0; return it->second->getGreetingTimer(); } float Actors::getAngleToPlayer(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return 0.f; return it->second->getAngleToPlayer(); } GreetingState Actors::getGreetingState(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return Greet_None; return it->second->getGreetingState(); } bool Actors::isTurningToPlayer(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->isTurningToPlayer(); } void Actors::fastForwardAi() { if (!MWBase::Environment::get().getMechanicsManager()->isAIActive()) return; for (auto it = mActors.begin(); it != mActors.end();) { const MWWorld::Ptr ptr = it->getPtr(); ++it; if (ptr == getPlayer() || !isConscious(ptr) || ptr.getClass().getCreatureStats(ptr).isParalyzed()) continue; MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); seq.fastForward(ptr); } } }