#include "obstacle.hpp" #include #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" namespace MWMechanics { // NOTE: determined empirically but probably need further tweaking static const float DIST_SAME_SPOT = 1.8f; static const float DURATION_SAME_SPOT = 1.0f; static const float DURATION_TO_EVADE = 0.4f; // Proximity check function for interior doors. Given that most interior cells // do not have many doors performance shouldn't be too much of an issue. // // Limitation: there can be false detections, and does not test whether the // actor is facing the door. bool proximityToDoor(const MWWorld::Ptr& actor, float minSqr, bool closed) { if(getNearbyDoor(actor, minSqr, closed)!=MWWorld::Ptr()) return true; else return false; } MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minSqr, bool closed) { MWWorld::CellStore *cell = actor.getCell(); if(cell->getCell()->isExterior()) return MWWorld::Ptr(); // check interior cells only // Check all the doors in this cell MWWorld::CellRefList& doors = cell->get(); MWWorld::CellRefList::List& refList = doors.mList; MWWorld::CellRefList::List::iterator it = refList.begin(); Ogre::Vector3 pos(actor.getRefData().getPosition().pos); /// TODO: How to check whether the actor is facing a door? Below code is for /// the player, perhaps it can be adapted. //MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getFacedObject(); //if(!ptr.isEmpty()) //std::cout << "faced door " << ptr.getClass().getName(ptr) << std::endl; /// TODO: The in-game observation of rot[2] value seems to be the /// opposite of the code in World::activateDoor() ::confused:: for (; it != refList.end(); ++it) { MWWorld::LiveCellRef& ref = *it; if(pos.squaredDistance(Ogre::Vector3(ref.mData.getPosition().pos)) < minSqr) if((closed && ref.mData.getLocalRotation().rot[2] == 0) || (!closed && ref.mData.getLocalRotation().rot[2] >= 1)) { return MWWorld::Ptr(&ref, actor.getCell()); // found, stop searching } } return MWWorld::Ptr(); // none found } ObstacleCheck::ObstacleCheck(): mPrevX(0) // to see if the moved since last time , mPrevY(0) , mDistSameSpot(-1) // avoid calculating it each time , mWalkState(State_Norm) , mStuckDuration(0) , mEvadeDuration(0) { } void ObstacleCheck::clear() { mWalkState = State_Norm; mStuckDuration = 0; mEvadeDuration = 0; } bool ObstacleCheck::isNormalState() const { return mWalkState == State_Norm; } /* * input - actor, duration (time since last check) * output - true if evasive action needs to be taken * * Walking state transitions (player greeting check not shown): * * MoveNow <------------------------------------+ * | d| * | | * +-> State_Norm <---> State_CheckStuck --> State_Evade * ^ ^ | f ^ | t ^ | | * | | | | | | | | * | +---+ +---+ +---+ | u * | any < t < u | * +--------------------------------------------+ * * f = one reaction time * d = proximity to a closed door * t = how long before considered stuck * u = how long to move sideways * * DIST_SAME_SPOT is calibrated for movement speed of around 150. * A rat has walking speed of around 30, so we need to adjust for * that. */ bool ObstacleCheck::check(const MWWorld::Ptr& actor, float duration) { const MWWorld::Class& cls = actor.getClass(); ESM::Position pos = actor.getRefData().getPosition(); if(mDistSameSpot == -1) mDistSameSpot = DIST_SAME_SPOT * (cls.getSpeed(actor) / 150); bool samePosition = (std::abs(pos.pos[0] - mPrevX) < mDistSameSpot) && (std::abs(pos.pos[1] - mPrevY) < mDistSameSpot); // update position mPrevX = pos.pos[0]; mPrevY = pos.pos[1]; switch(mWalkState) { case State_Norm: { if(!samePosition) break; else mWalkState = State_CheckStuck; } /* FALL THROUGH */ case State_CheckStuck: { if(!samePosition) { mWalkState = State_Norm; mStuckDuration = 0; break; } else { mStuckDuration += duration; // consider stuck only if position unchanges for a period if(mStuckDuration < DURATION_SAME_SPOT) break; // still checking, note duration added to timer else { mStuckDuration = 0; mWalkState = State_Evade; } } } /* FALL THROUGH */ case State_Evade: { mEvadeDuration += duration; if(mEvadeDuration < DURATION_TO_EVADE) return true; else { // tried to evade, assume all is ok and start again mWalkState = State_Norm; mEvadeDuration = 0; } } /* NO DEFAULT CASE */ } return false; // no obstacles to evade (yet) } }