#include "aifollow.hpp" #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "steering.hpp" namespace MWMechanics { struct AiFollowStorage : AiTemporaryBase { float mTimer; bool mMoving; AiFollowStorage() : mTimer(0.f), mMoving(false) {} }; int AiFollow::mFollowIndexCounter = 0; AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z) : mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mActorRefId(actorId), mActorId(-1), mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++) { } AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z) : mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mActorRefId(actorId), mActorId(-1), mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++) { } AiFollow::AiFollow(const std::string &actorId, bool commanded) : mAlwaysFollow(true), mCommanded(commanded), mRemainingDuration(0), mX(0), mY(0), mZ(0) , mActorRefId(actorId), mActorId(-1), mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++) { } AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow) : mAlwaysFollow(follow->mAlwaysFollow), mCommanded(follow->mCommanded), mRemainingDuration(follow->mRemainingDuration) , mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ) , mActorRefId(follow->mTargetId), mActorId(-1) , mCellId(follow->mCellId), mActive(follow->mActive), mFollowIndex(mFollowIndexCounter++) { } bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { MWWorld::Ptr target = getTarget(); if (target.isEmpty() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered // with the MechanicsManager ) return false; // Target is not here right now, wait for it to return actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); AiFollowStorage& storage = state.get(); // AiFollow requires the target to be in range and within sight for the initial activation if (!mActive) { storage.mTimer -= duration; if (storage.mTimer < 0) { if ((actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length2() < 500*500 && MWBase::Environment::get().getWorld()->getLOS(actor, target)) mActive = true; storage.mTimer = 0.5f; } } if (!mActive) return false; ESM::Position pos = actor.getRefData().getPosition(); //position of the actor float followDistance = 180; // When there are multiple actors following the same target, they form a group with each group member at 180*(i+1) distance to the target int i=0; std::list followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingIndices(target); followers.sort(); for (std::list::iterator it = followers.begin(); it != followers.end(); ++it) { if (*it == mFollowIndex) followDistance *= (i+1); ++i; } if(!mAlwaysFollow) //Update if you only follow for a bit { //Check if we've run out of time if (mRemainingDuration != 0) { mRemainingDuration -= duration; if (duration <= 0) return true; } if((pos.pos[0]-mX)*(pos.pos[0]-mX) + (pos.pos[1]-mY)*(pos.pos[1]-mY) + (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < followDistance*followDistance) //Close-ish to final position { if(actor.getCell()->isExterior()) //Outside? { if(mCellId == "") //No cell to travel to return true; } else { if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to return true; } } } //Set the target destination from the actor ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos; float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]); const float threshold = 10; if (storage.mMoving) //Stop when you get close storage.mMoving = (dist > followDistance); else storage.mMoving = (dist > followDistance + threshold); if(!storage.mMoving) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; // turn towards target anyway float directionX = target.getRefData().getPosition().pos[0] - actor.getRefData().getPosition().pos[0]; float directionY = target.getRefData().getPosition().pos[1] - actor.getRefData().getPosition().pos[1]; zTurn(actor, std::atan2(directionX,directionY), osg::DegreesToRadians(5.f)); } else { pathTo(actor, dest, duration); //Go to the destination } //Check if you're far away if(dist > 450) actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run else if(dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk return false; } std::string AiFollow::getFollowedActor() { return mActorRefId; } AiFollow *MWMechanics::AiFollow::clone() const { return new AiFollow(*this); } int AiFollow::getTypeId() const { return TypeIdFollow; } bool AiFollow::isCommanded() const { return mCommanded; } void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const { std::auto_ptr follow(new ESM::AiSequence::AiFollow()); follow->mData.mX = mX; follow->mData.mY = mY; follow->mData.mZ = mZ; follow->mTargetId = mActorRefId; follow->mRemainingDuration = mRemainingDuration; follow->mCellId = mCellId; follow->mAlwaysFollow = mAlwaysFollow; follow->mCommanded = mCommanded; follow->mActive = mActive; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Follow; package.mPackage = follow.release(); sequence.mPackages.push_back(package); } MWWorld::Ptr AiFollow::getTarget() { if (mActorId == -2) return MWWorld::Ptr(); if (mActorId == -1) { MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorRefId, false); if (target.isEmpty()) { mActorId = -2; return target; } else mActorId = target.getClass().getCreatureStats(target).getActorId(); } if (mActorId != -1) return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); else return MWWorld::Ptr(); } int AiFollow::getFollowIndex() const { return mFollowIndex; } }