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OpenMW/apps/openmw/mwmechanics/aiwander.cpp

970 lines
40 KiB
C++

#include "aiwander.hpp"
#include <algorithm>
#include <osg/Matrixf>
#include <components/debug/debuglog.hpp>
#include <components/detournavigator/navigatorutils.hpp>
#include <components/esm3/aisequence.hpp>
#include <components/misc/coordinateconverter.hpp>
#include <components/misc/rng.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/datetimemanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwphysics/raycasting.hpp"
#include "actorutil.hpp"
#include "character.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "pathgrid.hpp"
namespace MWMechanics
{
static const int COUNT_BEFORE_RESET = 10;
static const float IDLE_POSITION_CHECK_INTERVAL = 1.5f;
// to prevent overcrowding
static const int DESTINATION_TOLERANCE = 64;
// distance must be long enough that NPC will need to move to get there.
static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2;
static const std::size_t MAX_IDLE_SIZE = 8;
const std::string AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] = {
std::string("idle2"),
std::string("idle3"),
std::string("idle4"),
std::string("idle5"),
std::string("idle6"),
std::string("idle7"),
std::string("idle8"),
std::string("idle9"),
};
namespace
{
inline int getCountBeforeReset(const MWWorld::ConstPtr& actor)
{
if (actor.getClass().isPureWaterCreature(actor) || actor.getClass().isPureFlyingCreature(actor))
return 1;
return COUNT_BEFORE_RESET;
}
osg::Vec3f getRandomPointAround(const osg::Vec3f& position, const float distance)
{
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
const float randomDirection = Misc::Rng::rollClosedProbability(prng) * 2.0f * osg::PI;
osg::Matrixf rotation;
rotation.makeRotate(randomDirection, osg::Vec3f(0.0, 0.0, 1.0));
return position + osg::Vec3f(distance, 0.0, 0.0) * rotation;
}
bool isDestinationHidden(const MWWorld::ConstPtr& actor, const osg::Vec3f& destination)
{
const auto position = actor.getRefData().getPosition().asVec3();
const bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
const bool isFlyingCreature = actor.getClass().isPureFlyingCreature(actor);
const osg::Vec3f halfExtents
= MWBase::Environment::get().getWorld()->getPathfindingAgentBounds(actor).mHalfExtents;
osg::Vec3f direction = destination - position;
direction.normalize();
const auto visibleDestination
= (isWaterCreature || isFlyingCreature ? destination : destination + osg::Vec3f(0, 0, halfExtents.z()))
+ direction * std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z()));
const int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap
| MWPhysics::CollisionType_Door | MWPhysics::CollisionType_Actor;
return MWBase::Environment::get()
.getWorld()
->getRayCasting()
->castRay(position, visibleDestination, actor, {}, mask)
.mHit;
}
void stopMovement(const MWWorld::Ptr& actor)
{
auto& movementSettings = actor.getClass().getMovementSettings(actor);
movementSettings.mPosition[0] = 0;
movementSettings.mPosition[1] = 0;
}
std::vector<unsigned char> getInitialIdle(const std::vector<unsigned char>& idle)
{
std::vector<unsigned char> result(MAX_IDLE_SIZE, 0);
std::copy_n(idle.begin(), std::min(MAX_IDLE_SIZE, idle.size()), result.begin());
return result;
}
std::vector<unsigned char> getInitialIdle(const unsigned char (&idle)[MAX_IDLE_SIZE])
{
return std::vector<unsigned char>(std::begin(idle), std::end(idle));
}
}
AiWanderStorage::AiWanderStorage()
: mReaction(MWBase::Environment::get().getWorld()->getPrng())
, mState(Wander_ChooseAction)
, mIsWanderingManually(false)
, mCanWanderAlongPathGrid(true)
, mIdleAnimation(0)
, mBadIdles()
, mPopulateAvailableNodes(true)
, mAllowedNodes()
, mTrimCurrentNode(false)
, mCheckIdlePositionTimer(0)
, mStuckCount(0)
{
}
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat)
: TypedAiPackage<AiWander>(repeat)
, mDistance(std::max(0, distance))
, mDuration(std::max(0, duration))
, mRemainingDuration(duration)
, mTimeOfDay(timeOfDay)
, mIdle(getInitialIdle(idle))
, mStoredInitialActorPosition(false)
, mInitialActorPosition(osg::Vec3f(0, 0, 0))
, mHasDestination(false)
, mDestination(osg::Vec3f(0, 0, 0))
, mUsePathgrid(false)
{
}
/*
* AiWander high level states (0.29.0). Not entirely accurate in some cases
* e.g. non-NPC actors do not greet and some creatures may be moving even in
* the IdleNow state.
*
* [select node,
* build path]
* +---------->MoveNow----------->Walking
* | |
* [allowed | |
* nodes] | [hello if near] |
* start--->ChooseAction----->IdleNow |
* ^ ^ | |
* | | | |
* | +-----------+ |
* | |
* +----------------------------------+
*
*
* New high level states. Not exactly as per vanilla (e.g. door stuff)
* but the differences are required because our physics does not work like
* vanilla and therefore have to compensate/work around.
*
* [select node, [if stuck evade
* build path] or remove nodes if near door]
* +---------->MoveNow<---------->Walking
* | ^ | |
* | |(near door) | |
* [allowed | | | |
* nodes] | [hello if near] | |
* start--->ChooseAction----->IdleNow | |
* ^ ^ | ^ | |
* | | | | (stuck near | |
* | +-----------+ +---------------+ |
* | player) |
* +----------------------------------+
*
* NOTE: non-time critical operations are run once every 250ms or so.
*
* TODO: It would be great if door opening/closing can be detected and pathgrid
* links dynamically updated. Currently (0.29.0) AiWander allows choosing a
* destination beyond closed doors which sometimes makes the actors stuck at the
* door and impossible for the player to open the door.
*
* For now detect being stuck at the door and simply delete the nodes from the
* allowed set. The issue is when the door opens the allowed set is not
* re-calculated. However this would not be an issue in most cases since hostile
* actors will enter combat (i.e. no longer wandering) and different pathfinding
* will kick in.
*/
bool AiWander::execute(
const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
if (cStats.isDead() || cStats.getHealth().getCurrent() <= 0)
return true; // Don't bother with dead actors
// get or create temporary storage
AiWanderStorage& storage = state.get<AiWanderStorage>();
mRemainingDuration
-= ((duration * MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale()) / 3600);
cStats.setDrawState(DrawState::Nothing);
cStats.setMovementFlag(CreatureStats::Flag_Run, false);
ESM::Position pos = actor.getRefData().getPosition();
// If there is already a destination due to the package having been interrupted by a combat or pursue package,
// rebuild a path to it
if (!mPathFinder.isPathConstructed() && mHasDestination)
{
const ESM::Pathgrid* pathgrid
= MWBase::Environment::get().getESMStore()->get<ESM::Pathgrid>().search(*actor.getCell()->getCell());
if (mUsePathgrid)
{
mPathFinder.buildPathByPathgrid(
pos.asVec3(), mDestination, actor.getCell(), getPathGridGraph(pathgrid));
}
else
{
const auto agentBounds = MWBase::Environment::get().getWorld()->getPathfindingAgentBounds(actor);
constexpr float endTolerance = 0;
mPathFinder.buildPath(actor, pos.asVec3(), mDestination, actor.getCell(), getPathGridGraph(pathgrid),
agentBounds, getNavigatorFlags(actor), getAreaCosts(actor), endTolerance, PathType::Full);
}
if (mPathFinder.isPathConstructed())
storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid);
}
if (!cStats.getMovementFlag(CreatureStats::Flag_ForceJump)
&& !cStats.getMovementFlag(CreatureStats::Flag_ForceSneak))
{
GreetingState greetingState = MWBase::Environment::get().getMechanicsManager()->getGreetingState(actor);
if (greetingState == Greet_InProgress)
{
if (storage.mState == AiWanderStorage::Wander_Walking)
{
stopMovement(actor);
mObstacleCheck.clear();
storage.setState(AiWanderStorage::Wander_IdleNow);
}
}
}
doPerFrameActionsForState(actor, duration, characterController.getSupportedMovementDirections(), storage);
if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting)
return false;
return reactionTimeActions(actor, storage, pos);
}
bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos)
{
if (mDistance <= 0)
storage.mCanWanderAlongPathGrid = false;
if (isPackageCompleted())
{
stopWalking(actor);
// Reset package so it can be used again
mRemainingDuration = mDuration;
return true;
}
if (!mStoredInitialActorPosition)
{
mInitialActorPosition = actor.getRefData().getPosition().asVec3();
mStoredInitialActorPosition = true;
}
// Initialization to discover & store allowed node points for this actor.
if (storage.mPopulateAvailableNodes)
{
getAllowedNodes(actor, storage);
}
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
if (canActorMoveByZAxis(actor) && mDistance > 0)
{
// Typically want to idle for a short time before the next wander
if (Misc::Rng::rollDice(100, prng) >= 92 && storage.mState != AiWanderStorage::Wander_Walking)
{
wanderNearStart(actor, storage, mDistance);
}
storage.mCanWanderAlongPathGrid = false;
}
// If the package has a wander distance but no pathgrid is available,
// randomly idle or wander near spawn point
else if (storage.mAllowedNodes.empty() && mDistance > 0 && !storage.mIsWanderingManually)
{
// Typically want to idle for a short time before the next wander
if (Misc::Rng::rollDice(100, prng) >= 96)
{
wanderNearStart(actor, storage, mDistance);
}
else
{
storage.setState(AiWanderStorage::Wander_IdleNow);
}
}
else if (storage.mAllowedNodes.empty() && !storage.mIsWanderingManually)
{
storage.mCanWanderAlongPathGrid = false;
}
// If Wandering manually and hit an obstacle, stop
if (storage.mIsWanderingManually && mObstacleCheck.isEvading())
{
completeManualWalking(actor, storage);
}
if (storage.mState == AiWanderStorage::Wander_MoveNow && storage.mCanWanderAlongPathGrid)
{
// Construct a new path if there isn't one
if (!mPathFinder.isPathConstructed())
{
if (!storage.mAllowedNodes.empty())
{
setPathToAnAllowedNode(actor, storage, pos);
}
}
}
else if (storage.mIsWanderingManually && mPathFinder.checkPathCompleted())
{
completeManualWalking(actor, storage);
}
if (storage.mIsWanderingManually && storage.mState == AiWanderStorage::Wander_Walking
&& (mPathFinder.getPathSize() == 0 || isDestinationHidden(actor, mPathFinder.getPath().back())
|| isAreaOccupiedByOtherActor(actor, mPathFinder.getPath().back())))
completeManualWalking(actor, storage);
return false; // AiWander package not yet completed
}
osg::Vec3f AiWander::getDestination(const MWWorld::Ptr& actor) const
{
if (mHasDestination)
return mDestination;
return actor.getRefData().getPosition().asVec3();
}
bool AiWander::isPackageCompleted() const
{
// End package if duration is complete
return mDuration && mRemainingDuration <= 0;
}
/*
* Commands actor to walk to a random location near original spawn location.
*/
void AiWander::wanderNearStart(const MWWorld::Ptr& actor, AiWanderStorage& storage, int wanderDistance)
{
const auto currentPosition = actor.getRefData().getPosition().asVec3();
std::size_t attempts = 10; // If a unit can't wander out of water, don't want to hang here
const bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
const bool isFlyingCreature = actor.getClass().isPureFlyingCreature(actor);
const auto world = MWBase::Environment::get().getWorld();
const auto agentBounds = world->getPathfindingAgentBounds(actor);
const auto navigator = world->getNavigator();
const auto navigatorFlags = getNavigatorFlags(actor);
const auto areaCosts = getAreaCosts(actor);
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
do
{
// Determine a random location within radius of original position
const float wanderRadius = (0.2f + Misc::Rng::rollClosedProbability(prng) * 0.8f) * wanderDistance;
if (!isWaterCreature && !isFlyingCreature)
{
// findRandomPointAroundCircle uses wanderDistance as limit for random and not as exact distance
const auto getRandom
= []() { return Misc::Rng::rollProbability(MWBase::Environment::get().getWorld()->getPrng()); };
auto destination = DetourNavigator::findRandomPointAroundCircle(
*navigator, agentBounds, mInitialActorPosition, wanderRadius, navigatorFlags, getRandom);
if (destination.has_value())
{
osg::Vec3f direction = *destination - mInitialActorPosition;
if (direction.length() > wanderDistance)
{
direction.normalize();
const osg::Vec3f adjustedDestination = mInitialActorPosition + direction * wanderRadius;
destination = DetourNavigator::raycast(
*navigator, agentBounds, currentPosition, adjustedDestination, navigatorFlags);
if (destination.has_value() && (*destination - mInitialActorPosition).length() > wanderDistance)
continue;
}
}
mDestination = destination.has_value() ? *destination
: getRandomPointAround(mInitialActorPosition, wanderRadius);
}
else
mDestination = getRandomPointAround(mInitialActorPosition, wanderRadius);
// Check if land creature will walk onto water or if water creature will swim onto land
if (!isWaterCreature && destinationIsAtWater(actor, mDestination))
continue;
if (isDestinationHidden(actor, mDestination))
continue;
if (isAreaOccupiedByOtherActor(actor, mDestination))
continue;
constexpr float endTolerance = 0;
if (isWaterCreature || isFlyingCreature)
mPathFinder.buildStraightPath(mDestination);
else
mPathFinder.buildPathByNavMesh(actor, currentPosition, mDestination, agentBounds, navigatorFlags,
areaCosts, endTolerance, PathType::Full);
if (mPathFinder.isPathConstructed())
{
storage.setState(AiWanderStorage::Wander_Walking, true);
mHasDestination = true;
mUsePathgrid = false;
}
break;
} while (--attempts);
}
/*
* Returns true if the position provided is above water.
*/
bool AiWander::destinationIsAtWater(const MWWorld::Ptr& actor, const osg::Vec3f& destination)
{
float heightToGroundOrWater = MWBase::Environment::get().getWorld()->getDistToNearestRayHit(
destination, osg::Vec3f(0, 0, -1), 1000.0, true);
osg::Vec3f positionBelowSurface = destination;
positionBelowSurface[2] = positionBelowSurface[2] - heightToGroundOrWater - 1.0f;
return MWBase::Environment::get().getWorld()->isUnderwater(actor.getCell(), positionBelowSurface);
}
void AiWander::completeManualWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
stopWalking(actor);
mObstacleCheck.clear();
storage.setState(AiWanderStorage::Wander_IdleNow);
}
void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration,
MWWorld::MovementDirectionFlags supportedMovementDirections, AiWanderStorage& storage)
{
switch (storage.mState)
{
case AiWanderStorage::Wander_IdleNow:
onIdleStatePerFrameActions(actor, duration, storage);
break;
case AiWanderStorage::Wander_Walking:
onWalkingStatePerFrameActions(actor, duration, supportedMovementDirections, storage);
break;
case AiWanderStorage::Wander_ChooseAction:
onChooseActionStatePerFrameActions(actor, storage);
break;
case AiWanderStorage::Wander_MoveNow:
break; // nothing to do
default:
// should never get here
assert(false);
break;
}
}
void AiWander::onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage)
{
// Check if an idle actor is too far from all allowed nodes or too close to a door - if so start walking.
storage.mCheckIdlePositionTimer += duration;
if (storage.mCheckIdlePositionTimer >= IDLE_POSITION_CHECK_INTERVAL && !isStationary())
{
storage.mCheckIdlePositionTimer = 0; // restart timer
static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance() * 1.6f;
if (proximityToDoor(actor, distance) || !isNearAllowedNode(actor, storage, distance))
{
storage.setState(AiWanderStorage::Wander_MoveNow);
storage.mTrimCurrentNode = false; // just in case
return;
}
}
// Check if idle animation finished
GreetingState greetingState = MWBase::Environment::get().getMechanicsManager()->getGreetingState(actor);
if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
{
if (mPathFinder.isPathConstructed())
storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid);
else
storage.setState(AiWanderStorage::Wander_ChooseAction);
}
}
bool AiWander::isNearAllowedNode(const MWWorld::Ptr& actor, const AiWanderStorage& storage, float distance) const
{
const osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3();
for (const ESM::Pathgrid::Point& node : storage.mAllowedNodes)
{
osg::Vec3f point(node.mX, node.mY, node.mZ);
if ((actorPos - point).length2() < distance * distance)
return true;
}
return false;
}
void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration,
MWWorld::MovementDirectionFlags supportedMovementDirections, AiWanderStorage& storage)
{
// Is there no destination or are we there yet?
if ((!mPathFinder.isPathConstructed())
|| pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, supportedMovementDirections,
DESTINATION_TOLERANCE))
{
stopWalking(actor);
storage.setState(AiWanderStorage::Wander_ChooseAction);
}
else
{
// have not yet reached the destination
evadeObstacles(actor, storage);
}
}
void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
// Wait while fully stop before starting idle animation (important if "smooth movement" is enabled).
if (actor.getClass().getCurrentSpeed(actor) > 0)
return;
unsigned short idleAnimation = getRandomIdle();
storage.mIdleAnimation = idleAnimation;
if (!idleAnimation && mDistance)
{
storage.setState(AiWanderStorage::Wander_MoveNow);
return;
}
if (idleAnimation)
{
if (std::find(storage.mBadIdles.begin(), storage.mBadIdles.end(), idleAnimation) == storage.mBadIdles.end())
{
if (!playIdle(actor, idleAnimation))
{
storage.mBadIdles.push_back(idleAnimation);
storage.setState(AiWanderStorage::Wander_ChooseAction);
return;
}
}
}
storage.setState(AiWanderStorage::Wander_IdleNow);
}
void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
if (mObstacleCheck.isEvading())
{
// first check if we're walking into a door
static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
if (proximityToDoor(actor, distance))
{
// remove allowed points then select another random destination
storage.mTrimCurrentNode = true;
trimAllowedNodes(storage.mAllowedNodes, mPathFinder);
mObstacleCheck.clear();
stopWalking(actor);
storage.setState(AiWanderStorage::Wander_MoveNow);
}
storage.mStuckCount++; // TODO: maybe no longer needed
}
// if stuck for sufficiently long, act like current location was the destination
if (storage.mStuckCount >= getCountBeforeReset(actor)) // something has gone wrong, reset
{
mObstacleCheck.clear();
stopWalking(actor);
storage.setState(AiWanderStorage::Wander_ChooseAction);
storage.mStuckCount = 0;
}
}
void AiWander::setPathToAnAllowedNode(
const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos)
{
auto world = MWBase::Environment::get().getWorld();
auto& prng = world->getPrng();
unsigned int randNode = Misc::Rng::rollDice(storage.mAllowedNodes.size(), prng);
const ESM::Pathgrid::Point& dest = storage.mAllowedNodes[randNode];
const osg::Vec3f start = actorPos.asVec3();
// don't take shortcuts for wandering
const ESM::Pathgrid* pathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->getCell());
const osg::Vec3f destVec3f = PathFinder::makeOsgVec3(dest);
mPathFinder.buildPathByPathgrid(start, destVec3f, actor.getCell(), getPathGridGraph(pathgrid));
if (mPathFinder.isPathConstructed())
{
mDestination = destVec3f;
mHasDestination = true;
mUsePathgrid = true;
// Remove this node as an option and add back the previously used node (stops NPC from picking the same
// node):
ESM::Pathgrid::Point temp = storage.mAllowedNodes[randNode];
storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode);
// check if mCurrentNode was taken out of mAllowedNodes
if (storage.mTrimCurrentNode && storage.mAllowedNodes.size() > 1)
storage.mTrimCurrentNode = false;
else
storage.mAllowedNodes.push_back(storage.mCurrentNode);
storage.mCurrentNode = temp;
storage.setState(AiWanderStorage::Wander_Walking);
}
// Choose a different node and delete this one from possible nodes because it is uncreachable:
else
storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode);
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes, const PathFinder& pathfinder)
{
// TODO: how to add these back in once the door opens?
// Idea: keep a list of detected closed doors (see aicombat.cpp)
// Every now and then check whether one of the doors is opened. (maybe
// at the end of playing idle?) If the door is opened then re-calculate
// allowed nodes starting from the spawn point.
auto paths = pathfinder.getPath();
while (paths.size() >= 2)
{
const auto pt = paths.back();
for (unsigned int j = 0; j < nodes.size(); j++)
{
// FIXME: doesn't handle a door with the same X/Y
// coordinates but with a different Z
if (std::abs(nodes[j].mX - pt.x()) <= 0.5 && std::abs(nodes[j].mY - pt.y()) <= 0.5)
{
nodes.erase(nodes.begin() + j);
break;
}
}
paths.pop_back();
}
}
void AiWander::stopWalking(const MWWorld::Ptr& actor)
{
mPathFinder.clearPath();
mHasDestination = false;
stopMovement(actor);
}
bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle))
{
const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle];
return MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, groupName, 0, 1);
}
else
{
Log(Debug::Verbose) << "Attempted to play out of range idle animation \"" << idleSelect << "\" for "
<< actor.getCellRef().getRefId();
return false;
}
}
bool AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle))
{
const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle];
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, groupName);
}
else
{
return false;
}
}
int AiWander::getRandomIdle() const
{
MWBase::World* world = MWBase::Environment::get().getWorld();
static const float fIdleChanceMultiplier
= world->getStore().get<ESM::GameSetting>().find("fIdleChanceMultiplier")->mValue.getFloat();
if (Misc::Rng::rollClosedProbability(world->getPrng()) > fIdleChanceMultiplier)
return 0;
int newIdle = 0;
float maxRoll = 0.f;
for (size_t i = 0; i < mIdle.size(); i++)
{
float roll = Misc::Rng::rollClosedProbability(world->getPrng()) * 100.f;
if (roll <= mIdle[i] && roll > maxRoll)
{
newIdle = GroupIndex_MinIdle + i;
maxRoll = roll;
}
}
return newIdle;
}
void AiWander::fastForward(const MWWorld::Ptr& actor, AiState& state)
{
// Update duration counter
mRemainingDuration--;
if (mDistance == 0)
return;
AiWanderStorage& storage = state.get<AiWanderStorage>();
if (storage.mPopulateAvailableNodes)
getAllowedNodes(actor, storage);
if (storage.mAllowedNodes.empty())
return;
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
int index = Misc::Rng::rollDice(storage.mAllowedNodes.size(), prng);
ESM::Pathgrid::Point worldDest = storage.mAllowedNodes[index];
const Misc::CoordinateConverter converter = Misc::makeCoordinateConverter(*actor.getCell()->getCell());
ESM::Pathgrid::Point dest = converter.toLocalPoint(worldDest);
bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(
PathFinder::makeOsgVec3(worldDest), 60);
// add offset only if the selected pathgrid is occupied by another actor
if (isPathGridOccupied)
{
ESM::Pathgrid::PointList points;
getNeighbouringNodes(dest, actor.getCell(), points);
// there are no neighbouring nodes, nowhere to move
if (points.empty())
return;
bool isOccupied = false;
// AI will try to move the NPC towards every neighboring node until suitable place will be found
while (!points.empty())
{
int randomIndex = Misc::Rng::rollDice(points.size(), prng);
const ESM::Pathgrid::Point& connDest = points[randomIndex];
// add an offset towards random neighboring node
osg::Vec3f dir = PathFinder::makeOsgVec3(connDest) - PathFinder::makeOsgVec3(dest);
float length = dir.length();
dir.normalize();
for (int j = 1; j <= 3; j++)
{
// move for 5-15% towards random neighboring node
dest
= PathFinder::makePathgridPoint(PathFinder::makeOsgVec3(dest) + dir * (j * 5 * length / 100.f));
worldDest = converter.toWorldPoint(dest);
isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(
PathFinder::makeOsgVec3(worldDest), 60);
if (!isOccupied)
break;
}
if (!isOccupied)
break;
// Will try an another neighboring node
points.erase(points.begin() + randomIndex);
}
// there is no free space, nowhere to move
if (isOccupied)
return;
}
// place above to prevent moving inside objects, e.g. stairs, because a vector between pathgrids can be
// underground. Adding 20 in adjustPosition() is not enough.
dest.mZ += 60;
converter.toWorld(dest);
state.moveIn(std::make_unique<AiWanderStorage>());
osg::Vec3f pos(static_cast<float>(dest.mX), static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
MWBase::Environment::get().getWorld()->moveObject(actor, pos);
actor.getClass().adjustPosition(actor, false);
}
void AiWander::getNeighbouringNodes(
ESM::Pathgrid::Point dest, const MWWorld::CellStore* currentCell, ESM::Pathgrid::PointList& points)
{
const ESM::Pathgrid* pathgrid
= MWBase::Environment::get().getESMStore()->get<ESM::Pathgrid>().search(*currentCell->getCell());
if (pathgrid == nullptr || pathgrid->mPoints.empty())
return;
int index = PathFinder::getClosestPoint(pathgrid, PathFinder::makeOsgVec3(dest));
getPathGridGraph(pathgrid).getNeighbouringPoints(index, points);
}
void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
// infrequently used, therefore no benefit in caching it as a member
const MWWorld::CellStore* cellStore = actor.getCell();
const ESM::Pathgrid* pathgrid
= MWBase::Environment::get().getESMStore()->get<ESM::Pathgrid>().search(*cellStore->getCell());
storage.mAllowedNodes.clear();
// If there is no path this actor doesn't go anywhere. See:
// https://forum.openmw.org/viewtopic.php?t=1556
// http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
// Note: In order to wander, need at least two points.
if (!pathgrid || (pathgrid->mPoints.size() < 2))
storage.mCanWanderAlongPathGrid = false;
// A distance value passed into the constructor indicates how far the
// actor can wander from the spawn position. AiWander assumes that
// pathgrid points are available, and uses them to randomly select wander
// destinations within the allowed set of pathgrid points (nodes).
// ... pathgrids don't usually include water, so swimmers ignore them
if (mDistance && storage.mCanWanderAlongPathGrid && !actor.getClass().isPureWaterCreature(actor))
{
// get NPC's position in local (i.e. cell) coordinates
const Misc::CoordinateConverter converter = Misc::makeCoordinateConverter(*cellStore->getCell());
const osg::Vec3f npcPos = converter.toLocalVec3(mInitialActorPosition);
// Find closest pathgrid point
int closestPointIndex = PathFinder::getClosestPoint(pathgrid, npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// and if the point is connected to the closest current point
// NOTE: mPoints is in local coordinates
size_t pointIndex = 0;
for (size_t counter = 0; counter < pathgrid->mPoints.size(); counter++)
{
osg::Vec3f nodePos(PathFinder::makeOsgVec3(pathgrid->mPoints[counter]));
if ((npcPos - nodePos).length2() <= mDistance * mDistance
&& getPathGridGraph(pathgrid).isPointConnected(closestPointIndex, counter))
{
storage.mAllowedNodes.push_back(converter.toWorldPoint(pathgrid->mPoints[counter]));
pointIndex = counter;
}
}
if (storage.mAllowedNodes.size() == 1)
{
storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(mInitialActorPosition));
addNonPathGridAllowedPoints(pathgrid, pointIndex, storage, converter);
}
if (!storage.mAllowedNodes.empty())
{
setCurrentNodeToClosestAllowedNode(storage);
}
}
storage.mPopulateAvailableNodes = false;
}
// When only one path grid point in wander distance,
// additional points for NPC to wander to are:
// 1. NPC's initial location
// 2. Partway along the path between the point and its connected points.
void AiWander::addNonPathGridAllowedPoints(const ESM::Pathgrid* pathGrid, size_t pointIndex,
AiWanderStorage& storage, const Misc::CoordinateConverter& converter)
{
for (const auto& edge : pathGrid->mEdges)
{
if (edge.mV0 == pointIndex)
{
AddPointBetweenPathGridPoints(converter.toWorldPoint(pathGrid->mPoints[edge.mV0]),
converter.toWorldPoint(pathGrid->mPoints[edge.mV1]), storage);
}
}
}
void AiWander::AddPointBetweenPathGridPoints(
const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage)
{
osg::Vec3f vectorStart = PathFinder::makeOsgVec3(start);
osg::Vec3f delta = PathFinder::makeOsgVec3(end) - vectorStart;
float length = delta.length();
delta.normalize();
int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE);
// must not travel longer than distance between waypoints or NPC goes past waypoint
distance = std::min(distance, static_cast<int>(length));
delta *= distance;
storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(vectorStart + delta));
}
void AiWander::setCurrentNodeToClosestAllowedNode(AiWanderStorage& storage)
{
float distanceToClosestNode = std::numeric_limits<float>::max();
size_t index = 0;
for (size_t i = 0; i < storage.mAllowedNodes.size(); ++i)
{
osg::Vec3f nodePos(PathFinder::makeOsgVec3(storage.mAllowedNodes[i]));
float tempDist = (mInitialActorPosition - nodePos).length2();
if (tempDist < distanceToClosestNode)
{
index = i;
distanceToClosestNode = tempDist;
}
}
storage.mCurrentNode = storage.mAllowedNodes[index];
storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + index);
}
void AiWander::writeState(ESM::AiSequence::AiSequence& sequence) const
{
float remainingDuration;
if (mRemainingDuration > 0 && mRemainingDuration < 24)
remainingDuration = mRemainingDuration;
else
remainingDuration = mDuration;
auto wander = std::make_unique<ESM::AiSequence::AiWander>();
wander->mData.mDistance = mDistance;
wander->mData.mDuration = mDuration;
wander->mData.mTimeOfDay = mTimeOfDay;
wander->mDurationData.mRemainingDuration = remainingDuration;
assert(mIdle.size() == 8);
for (int i = 0; i < 8; ++i)
wander->mData.mIdle[i] = mIdle[i];
wander->mData.mShouldRepeat = mOptions.mRepeat;
wander->mStoredInitialActorPosition = mStoredInitialActorPosition;
if (mStoredInitialActorPosition)
wander->mInitialActorPosition = mInitialActorPosition;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Wander;
package.mPackage = std::move(wander);
sequence.mPackages.push_back(std::move(package));
}
AiWander::AiWander(const ESM::AiSequence::AiWander* wander)
: TypedAiPackage<AiWander>(makeDefaultOptions().withRepeat(wander->mData.mShouldRepeat != 0))
, mDistance(std::max(static_cast<short>(0), wander->mData.mDistance))
, mDuration(std::max(static_cast<short>(0), wander->mData.mDuration))
, mRemainingDuration(wander->mDurationData.mRemainingDuration)
, mTimeOfDay(wander->mData.mTimeOfDay)
, mIdle(getInitialIdle(wander->mData.mIdle))
, mStoredInitialActorPosition(wander->mStoredInitialActorPosition)
, mHasDestination(false)
, mDestination(osg::Vec3f(0, 0, 0))
, mUsePathgrid(false)
{
if (mStoredInitialActorPosition)
mInitialActorPosition = wander->mInitialActorPosition;
if (mRemainingDuration <= 0 || mRemainingDuration >= 24)
mRemainingDuration = mDuration;
}
}