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OpenMW/apps/openmw/mwmechanics/aitravel.cpp
elsid b4868c6094
Filter evade directions by supported animations
To avoid trying those which will not lead to any actor movement due to absent
animation.
2023-07-22 17:30:40 +02:00

167 lines
5.7 KiB
C++

#include "aitravel.hpp"
#include <algorithm>
#include <components/esm3/aisequence.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "character.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<AiTravel>(repeat)
, mX(x)
, mY(y)
, mZ(z)
, mHidden(false)
, mDestinationTimer(TRAVEL_FINISH_TIME)
{
}
AiTravel::AiTravel(float x, float y, float z, AiInternalTravel* derived)
: TypedAiPackage<AiTravel>(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<AiTravel>(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, characterController.getSupportedMovementDirections()))
{
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<ESM::AiSequence::AiTravel>();
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<AiPackage> AiInternalTravel::clone() const
{
return std::make_unique<AiInternalTravel>(*this);
}
}