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b4868c6094
To avoid trying those which will not lead to any actor movement due to absent animation.
167 lines
5.7 KiB
C++
167 lines
5.7 KiB
C++
#include "aitravel.hpp"
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#include <algorithm>
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#include <components/esm3/aisequence.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "character.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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namespace
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{
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constexpr float TRAVEL_FINISH_TIME = 2.f;
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bool isWithinMaxRange(const osg::Vec3f& pos1, const osg::Vec3f& pos2)
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{
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// Maximum travel distance for vanilla compatibility.
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// Was likely meant to prevent NPCs walking into non-loaded exterior cells, but for some reason is used in
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// interior cells as well. We can make this configurable at some point, but the default *must* be the below
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// value. Anything else will break shoddily-written content (*cough* MW *cough*) in bizarre ways.
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return (pos1 - pos2).length2() <= 7168 * 7168;
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}
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}
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namespace MWMechanics
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{
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AiTravel::AiTravel(float x, float y, float z, bool repeat, AiTravel*)
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: TypedAiPackage<AiTravel>(repeat)
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, mX(x)
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, mY(y)
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, mZ(z)
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, mHidden(false)
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, mDestinationTimer(TRAVEL_FINISH_TIME)
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{
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}
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AiTravel::AiTravel(float x, float y, float z, AiInternalTravel* derived)
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: TypedAiPackage<AiTravel>(derived)
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, mX(x)
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, mY(y)
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, mZ(z)
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, mHidden(true)
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, mDestinationTimer(TRAVEL_FINISH_TIME)
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{
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}
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AiTravel::AiTravel(float x, float y, float z, bool repeat)
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: AiTravel(x, y, z, repeat, this)
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{
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}
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AiTravel::AiTravel(const ESM::AiSequence::AiTravel* travel)
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: TypedAiPackage<AiTravel>(travel->mRepeat)
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, mX(travel->mData.mX)
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, mY(travel->mData.mY)
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, mZ(travel->mData.mZ)
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, mHidden(false)
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, mDestinationTimer(TRAVEL_FINISH_TIME)
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{
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// Hidden ESM::AiSequence::AiTravel package should be converted into MWMechanics::AiInternalTravel type
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assert(!travel->mHidden);
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}
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bool AiTravel::execute(
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const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager();
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auto& stats = actor.getClass().getCreatureStats(actor);
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if (!stats.getMovementFlag(CreatureStats::Flag_ForceJump)
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&& !stats.getMovementFlag(CreatureStats::Flag_ForceSneak)
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&& (mechMgr->isTurningToPlayer(actor) || mechMgr->getGreetingState(actor) == Greet_InProgress))
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return false;
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const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
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const osg::Vec3f targetPos(mX, mY, mZ);
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stats.setMovementFlag(CreatureStats::Flag_Run, false);
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stats.setDrawState(DrawState::Nothing);
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// Note: we should cancel internal "return after combat" package, if original location is too far away
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if (!isWithinMaxRange(targetPos, actorPos))
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return mHidden;
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if (pathTo(actor, targetPos, duration, characterController.getSupportedMovementDirections()))
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return true;
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}
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// If we've been close enough to the destination for some time give up like Morrowind.
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// The end condition should be pretty much accurate.
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// FIXME: But the timing isn't. Right now we're being very generous,
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// but Morrowind might stop the actor prematurely under unclear conditions.
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// Note Morrowind uses the halved eye level, but this is close enough.
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float dist
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= distanceIgnoreZ(actorPos, targetPos) - MWBase::Environment::get().getWorld()->getHalfExtents(actor).z();
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const float endTolerance = std::max(64.f, actor.getClass().getCurrentSpeed(actor) * duration);
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// Even if we have entered the threshold, we might have been pushed away. Reset the timer if we're currently too
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// far.
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if (dist > endTolerance)
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{
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mDestinationTimer = TRAVEL_FINISH_TIME;
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return false;
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}
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mDestinationTimer -= duration;
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if (mDestinationTimer > 0)
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return false;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return true;
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}
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void AiTravel::fastForward(const MWWorld::Ptr& actor, AiState& state)
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{
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osg::Vec3f pos(mX, mY, mZ);
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if (!isWithinMaxRange(pos, actor.getRefData().getPosition().asVec3()))
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return;
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// does not do any validation on the travel target (whether it's in air, inside collision geometry, etc),
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// that is the user's responsibility
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MWBase::Environment::get().getWorld()->moveObject(actor, pos);
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actor.getClass().adjustPosition(actor, false);
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reset();
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}
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void AiTravel::writeState(ESM::AiSequence::AiSequence& sequence) const
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{
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auto travel = std::make_unique<ESM::AiSequence::AiTravel>();
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travel->mData.mX = mX;
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travel->mData.mY = mY;
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travel->mData.mZ = mZ;
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travel->mHidden = mHidden;
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travel->mRepeat = getRepeat();
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Travel;
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package.mPackage = std::move(travel);
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sequence.mPackages.push_back(std::move(package));
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}
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AiInternalTravel::AiInternalTravel(float x, float y, float z)
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: AiTravel(x, y, z, this)
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{
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}
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AiInternalTravel::AiInternalTravel(const ESM::AiSequence::AiTravel* travel)
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: AiTravel(travel->mData.mX, travel->mData.mY, travel->mData.mZ, this)
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{
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}
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std::unique_ptr<AiPackage> AiInternalTravel::clone() const
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{
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return std::make_unique<AiInternalTravel>(*this);
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}
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}
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