mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-04 02:41:19 +00:00
562 lines
20 KiB
C++
562 lines
20 KiB
C++
#include "aipackage.hpp"
|
|
|
|
#include <components/detournavigator/agentbounds.hpp>
|
|
#include <components/detournavigator/navigator.hpp>
|
|
#include <components/esm3/loadcell.hpp>
|
|
#include <components/esm3/loadland.hpp>
|
|
#include <components/misc/coordinateconverter.hpp>
|
|
#include <components/settings/values.hpp>
|
|
|
|
#include "../mwbase/environment.hpp"
|
|
#include "../mwbase/luamanager.hpp"
|
|
#include "../mwbase/mechanicsmanager.hpp"
|
|
#include "../mwbase/world.hpp"
|
|
|
|
#include "../mwworld/cellstore.hpp"
|
|
#include "../mwworld/class.hpp"
|
|
#include "../mwworld/containerstore.hpp"
|
|
#include "../mwworld/esmstore.hpp"
|
|
|
|
#include "../mwphysics/raycasting.hpp"
|
|
|
|
#include "actorutil.hpp"
|
|
#include "creaturestats.hpp"
|
|
#include "movement.hpp"
|
|
#include "pathgrid.hpp"
|
|
#include "steering.hpp"
|
|
|
|
#include <osg/Quat>
|
|
|
|
namespace
|
|
{
|
|
float divOrMax(float dividend, float divisor)
|
|
{
|
|
return divisor == 0 ? std::numeric_limits<float>::max() * std::numeric_limits<float>::epsilon()
|
|
: dividend / divisor;
|
|
}
|
|
|
|
float getPointTolerance(float speed, float duration, const osg::Vec3f& halfExtents)
|
|
{
|
|
const float actorTolerance = 2 * speed * duration + 1.2 * std::max(halfExtents.x(), halfExtents.y());
|
|
return std::max(MWMechanics::MIN_TOLERANCE, actorTolerance);
|
|
}
|
|
|
|
bool canOpenDoors(const MWWorld::Ptr& ptr)
|
|
{
|
|
return ptr.getClass().isBipedal(ptr) || ptr.getClass().hasInventoryStore(ptr);
|
|
}
|
|
}
|
|
|
|
MWMechanics::AiPackage::AiPackage(AiPackageTypeId typeId, const Options& options)
|
|
: mTypeId(typeId)
|
|
, mOptions(options)
|
|
, mReaction(MWBase::Environment::get().getWorld()->getPrng())
|
|
, mTargetActorId(-1)
|
|
, mCachedTarget()
|
|
, mRotateOnTheRunChecks(0)
|
|
, mIsShortcutting(false)
|
|
, mShortcutProhibited(false)
|
|
, mShortcutFailPos()
|
|
{
|
|
}
|
|
|
|
MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
|
|
{
|
|
if (!mCachedTarget.isEmpty())
|
|
{
|
|
if (mCachedTarget.mRef->isDeleted() || !mCachedTarget.getRefData().isEnabled())
|
|
mCachedTarget = MWWorld::Ptr();
|
|
else
|
|
return mCachedTarget;
|
|
}
|
|
|
|
if (mTargetActorId == -2)
|
|
return MWWorld::Ptr();
|
|
|
|
if (mTargetActorId == -1)
|
|
{
|
|
if (mTargetActorRefId.empty())
|
|
{
|
|
mTargetActorId = -2;
|
|
return MWWorld::Ptr();
|
|
}
|
|
mCachedTarget = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false);
|
|
if (mCachedTarget.isEmpty())
|
|
{
|
|
mTargetActorId = -2;
|
|
return mCachedTarget;
|
|
}
|
|
else
|
|
mTargetActorId = mCachedTarget.getClass().getCreatureStats(mCachedTarget).getActorId();
|
|
}
|
|
|
|
if (mTargetActorId != -1)
|
|
mCachedTarget = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
|
|
else
|
|
return MWWorld::Ptr();
|
|
|
|
return mCachedTarget;
|
|
}
|
|
|
|
bool MWMechanics::AiPackage::targetIs(const MWWorld::Ptr& ptr) const
|
|
{
|
|
if (mTargetActorId == -2)
|
|
return ptr.isEmpty();
|
|
else if (mTargetActorId == -1)
|
|
{
|
|
if (mTargetActorRefId.empty())
|
|
{
|
|
mTargetActorId = -2;
|
|
return ptr.isEmpty();
|
|
}
|
|
if (!ptr.isEmpty() && ptr.getCellRef().getRefId() == mTargetActorRefId)
|
|
return getTarget() == ptr;
|
|
return false;
|
|
}
|
|
if (ptr.isEmpty() || !ptr.getClass().isActor())
|
|
return false;
|
|
return ptr.getClass().getCreatureStats(ptr).getActorId() == mTargetActorId;
|
|
}
|
|
|
|
void MWMechanics::AiPackage::reset()
|
|
{
|
|
// reset all members
|
|
mReaction.reset();
|
|
mIsShortcutting = false;
|
|
mShortcutProhibited = false;
|
|
mShortcutFailPos = osg::Vec3f();
|
|
mCachedTarget = MWWorld::Ptr();
|
|
|
|
mPathFinder.clearPath();
|
|
mObstacleCheck.clear();
|
|
}
|
|
|
|
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f& dest, float duration,
|
|
MWWorld::MovementDirectionFlags supportedMovementDirections, float destTolerance, float endTolerance,
|
|
PathType pathType)
|
|
{
|
|
const Misc::TimerStatus timerStatus = mReaction.update(duration);
|
|
|
|
const osg::Vec3f position = actor.getRefData().getPosition().asVec3(); // position of the actor
|
|
MWBase::World* world = MWBase::Environment::get().getWorld();
|
|
const DetourNavigator::AgentBounds agentBounds = world->getPathfindingAgentBounds(actor);
|
|
|
|
/// Stops the actor when it gets too close to a unloaded cell or when the actor is playing a scripted animation
|
|
//... At current time, the first test is unnecessary. AI shuts down when actor is more than
|
|
//... "actors processing range" setting value units from player, and exterior cells are 8192 units long and wide.
|
|
//... But AI processing distance may increase in the future.
|
|
if (isNearInactiveCell(position)
|
|
|| MWBase::Environment::get().getMechanicsManager()->checkScriptedAnimationPlaying(actor))
|
|
{
|
|
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
|
|
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
|
|
world->updateActorPath(actor, mPathFinder.getPath(), agentBounds, position, dest);
|
|
return false;
|
|
}
|
|
|
|
mLastDestinationTolerance = destTolerance;
|
|
|
|
const float distToTarget = distance(position, dest);
|
|
const bool isDestReached = (distToTarget <= destTolerance);
|
|
const bool actorCanMoveByZ = canActorMoveByZAxis(actor);
|
|
|
|
if (!isDestReached && timerStatus == Misc::TimerStatus::Elapsed)
|
|
{
|
|
if (canOpenDoors(actor))
|
|
openDoors(actor);
|
|
|
|
const bool wasShortcutting = mIsShortcutting;
|
|
bool destInLOS = false;
|
|
|
|
// Prohibit shortcuts for AiWander, if the actor can not move in 3 dimensions.
|
|
mIsShortcutting = actorCanMoveByZ
|
|
&& shortcutPath(position, dest, actor, &destInLOS, actorCanMoveByZ); // try to shortcut first
|
|
|
|
if (!mIsShortcutting)
|
|
{
|
|
if (wasShortcutting || doesPathNeedRecalc(dest, actor)) // if need to rebuild path
|
|
{
|
|
const ESM::Pathgrid* pathgrid
|
|
= world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->getCell());
|
|
const DetourNavigator::Flags navigatorFlags = getNavigatorFlags(actor);
|
|
const DetourNavigator::AreaCosts areaCosts = getAreaCosts(actor, navigatorFlags);
|
|
mPathFinder.buildLimitedPath(actor, position, dest, actor.getCell(), getPathGridGraph(pathgrid),
|
|
agentBounds, navigatorFlags, areaCosts, endTolerance, pathType);
|
|
mRotateOnTheRunChecks = 3;
|
|
|
|
// give priority to go directly on target if there is minimal opportunity
|
|
if (destInLOS && mPathFinder.getPath().size() > 1)
|
|
{
|
|
// get point just before dest
|
|
auto pPointBeforeDest = mPathFinder.getPath().rbegin() + 1;
|
|
|
|
// if start point is closer to the target then last point of path (excluding target itself) then go
|
|
// straight on the target
|
|
if (distance(position, dest) <= distance(dest, *pPointBeforeDest))
|
|
{
|
|
mPathFinder.clearPath();
|
|
mPathFinder.addPointToPath(dest);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!mPathFinder.getPath().empty()) // Path has points in it
|
|
{
|
|
const osg::Vec3f& lastPos = mPathFinder.getPath().back(); // Get the end of the proposed path
|
|
|
|
if (distance(dest, lastPos) > 100) // End of the path is far from the destination
|
|
mPathFinder.addPointToPath(
|
|
dest); // Adds the final destination to the path, to try to get to where you want to go
|
|
}
|
|
}
|
|
}
|
|
|
|
const float pointTolerance
|
|
= getPointTolerance(actor.getClass().getMaxSpeed(actor), duration, world->getHalfExtents(actor));
|
|
|
|
const bool smoothMovement = Settings::game().mSmoothMovement;
|
|
|
|
PathFinder::UpdateFlags updateFlags{};
|
|
|
|
if (actorCanMoveByZ)
|
|
updateFlags |= PathFinder::UpdateFlag_CanMoveByZ;
|
|
if (timerStatus == Misc::TimerStatus::Elapsed && smoothMovement)
|
|
updateFlags |= PathFinder::UpdateFlag_ShortenIfAlmostStraight;
|
|
if (timerStatus == Misc::TimerStatus::Elapsed)
|
|
updateFlags |= PathFinder::UpdateFlag_RemoveLoops;
|
|
|
|
mPathFinder.update(position, pointTolerance, DEFAULT_TOLERANCE, updateFlags, agentBounds, getNavigatorFlags(actor));
|
|
|
|
if (isDestReached || mPathFinder.checkPathCompleted()) // if path is finished
|
|
{
|
|
// turn to destination point
|
|
zTurn(actor, getZAngleToPoint(position, dest));
|
|
smoothTurn(actor, getXAngleToPoint(position, dest), 0);
|
|
world->removeActorPath(actor);
|
|
return true;
|
|
}
|
|
else if (mPathFinder.getPath().empty())
|
|
return false;
|
|
|
|
world->updateActorPath(actor, mPathFinder.getPath(), agentBounds, position, dest);
|
|
|
|
if (mRotateOnTheRunChecks == 0
|
|
|| isReachableRotatingOnTheRun(
|
|
actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point
|
|
{
|
|
actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target
|
|
if (mRotateOnTheRunChecks > 0)
|
|
mRotateOnTheRunChecks--;
|
|
}
|
|
|
|
// turn to next path point by X,Z axes
|
|
float zAngleToNext = mPathFinder.getZAngleToNext(position.x(), position.y());
|
|
zTurn(actor, zAngleToNext);
|
|
smoothTurn(actor, mPathFinder.getXAngleToNext(position.x(), position.y(), position.z()), 0);
|
|
|
|
const auto destination = getNextPathPoint(dest);
|
|
mObstacleCheck.update(actor, destination, duration, supportedMovementDirections);
|
|
|
|
if (smoothMovement)
|
|
{
|
|
const float smoothTurnReservedDist = 150;
|
|
auto& movement = actor.getClass().getMovementSettings(actor);
|
|
float distToNextSqr = osg::Vec2f(destination.x() - position.x(), destination.y() - position.y()).length2();
|
|
float diffAngle = zAngleToNext - actor.getRefData().getPosition().rot[2];
|
|
if (std::cos(diffAngle) < -0.1)
|
|
movement.mPosition[0] = movement.mPosition[1] = 0;
|
|
else if (distToNextSqr > smoothTurnReservedDist * smoothTurnReservedDist)
|
|
{ // Go forward (and slowly turn towards the next path point)
|
|
movement.mPosition[0] = 0;
|
|
movement.mPosition[1] = 1;
|
|
}
|
|
else
|
|
{ // Next path point is near, so use diagonal movement to follow the path precisely.
|
|
movement.mPosition[0] = std::sin(diffAngle);
|
|
movement.mPosition[1] = std::max(std::cos(diffAngle), 0.f);
|
|
}
|
|
}
|
|
|
|
// handle obstacles on the way
|
|
evadeObstacles(actor);
|
|
|
|
return false;
|
|
}
|
|
|
|
void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor)
|
|
{
|
|
// check if stuck due to obstacles
|
|
if (!mObstacleCheck.isEvading())
|
|
return;
|
|
|
|
// first check if obstacle is a door
|
|
float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
|
|
const MWWorld::Ptr door = getNearbyDoor(actor, distance);
|
|
if (!door.isEmpty() && canOpenDoors(actor))
|
|
{
|
|
openDoors(actor);
|
|
}
|
|
else
|
|
{
|
|
mObstacleCheck.takeEvasiveAction(actor.getClass().getMovementSettings(actor));
|
|
}
|
|
}
|
|
|
|
namespace
|
|
{
|
|
bool isDoorOnTheWay(const MWWorld::Ptr& actor, const MWWorld::Ptr& door, const osg::Vec3f& nextPathPoint)
|
|
{
|
|
const auto world = MWBase::Environment::get().getWorld();
|
|
const auto halfExtents = world->getHalfExtents(actor);
|
|
const auto position = actor.getRefData().getPosition().asVec3() + osg::Vec3f(0, 0, halfExtents.z());
|
|
const auto destination = nextPathPoint + osg::Vec3f(0, 0, halfExtents.z());
|
|
|
|
return world->hasCollisionWithDoor(door, position, destination);
|
|
}
|
|
}
|
|
|
|
void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
|
|
{
|
|
// note: AiWander currently does not open doors
|
|
if (getTypeId() == AiPackageTypeId::Wander)
|
|
return;
|
|
|
|
if (mPathFinder.getPathSize() == 0)
|
|
return;
|
|
|
|
float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
|
|
const MWWorld::Ptr door = getNearbyDoor(actor, distance);
|
|
if (door == MWWorld::Ptr())
|
|
return;
|
|
|
|
if (!door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == MWWorld::DoorState::Idle)
|
|
{
|
|
if (!isDoorOnTheWay(actor, door, mPathFinder.getPath().front()))
|
|
return;
|
|
|
|
if (door.getCellRef().getTrap().empty() && !door.getCellRef().isLocked())
|
|
{
|
|
MWBase::Environment::get().getLuaManager()->objectActivated(door, actor);
|
|
return;
|
|
}
|
|
|
|
const ESM::RefId& keyId = door.getCellRef().getKey();
|
|
if (keyId.empty())
|
|
return;
|
|
|
|
MWWorld::ContainerStore& invStore = actor.getClass().getContainerStore(actor);
|
|
MWWorld::Ptr keyPtr = invStore.search(keyId);
|
|
|
|
if (!keyPtr.isEmpty())
|
|
MWBase::Environment::get().getLuaManager()->objectActivated(door, actor);
|
|
}
|
|
}
|
|
|
|
const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const ESM::Pathgrid* pathgrid) const
|
|
{
|
|
if (!pathgrid || pathgrid->mPoints.empty())
|
|
return PathgridGraph::sEmpty;
|
|
// static cache is OK for now, pathgrids can never change during runtime
|
|
static std::map<const ESM::Pathgrid*, std::unique_ptr<MWMechanics::PathgridGraph>> cache;
|
|
auto found = cache.find(pathgrid);
|
|
if (found == cache.end())
|
|
found = cache.emplace(pathgrid, std::make_unique<MWMechanics::PathgridGraph>(*pathgrid)).first;
|
|
return *found->second.get();
|
|
}
|
|
|
|
bool MWMechanics::AiPackage::shortcutPath(const osg::Vec3f& startPoint, const osg::Vec3f& endPoint,
|
|
const MWWorld::Ptr& actor, bool* destInLOS, bool isPathClear)
|
|
{
|
|
if (!mShortcutProhibited || (mShortcutFailPos - startPoint).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
|
|
{
|
|
// check if target is clearly visible
|
|
isPathClear
|
|
= !MWBase::Environment::get()
|
|
.getWorld()
|
|
->getRayCasting()
|
|
->castRay(startPoint, endPoint, MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door)
|
|
.mHit;
|
|
|
|
if (destInLOS != nullptr)
|
|
*destInLOS = isPathClear;
|
|
|
|
if (!isPathClear)
|
|
return false;
|
|
|
|
// check if an actor can move along the shortcut path
|
|
isPathClear = checkWayIsClearForActor(startPoint, endPoint, actor);
|
|
}
|
|
|
|
if (isPathClear) // can shortcut the path
|
|
{
|
|
mPathFinder.clearPath();
|
|
mPathFinder.addPointToPath(endPoint);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MWMechanics::AiPackage::checkWayIsClearForActor(
|
|
const osg::Vec3f& startPoint, const osg::Vec3f& endPoint, const MWWorld::Ptr& actor)
|
|
{
|
|
if (canActorMoveByZAxis(actor))
|
|
return true;
|
|
|
|
const float actorSpeed = actor.getClass().getMaxSpeed(actor);
|
|
const float maxAvoidDist
|
|
= AI_REACTION_TIME * actorSpeed + actorSpeed / getAngularVelocity(actorSpeed) * 2; // *2 - for reliability
|
|
const float distToTarget = osg::Vec2f(endPoint.x(), endPoint.y()).length();
|
|
|
|
const float offsetXY = distToTarget > maxAvoidDist * 1.5 ? maxAvoidDist : maxAvoidDist / 2;
|
|
|
|
// update shortcut prohibit state
|
|
if (checkWayIsClear(startPoint, endPoint, offsetXY))
|
|
{
|
|
if (mShortcutProhibited)
|
|
{
|
|
mShortcutProhibited = false;
|
|
mShortcutFailPos = osg::Vec3f();
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (mShortcutFailPos == osg::Vec3f())
|
|
{
|
|
mShortcutProhibited = true;
|
|
mShortcutFailPos = startPoint;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool MWMechanics::AiPackage::doesPathNeedRecalc(const osg::Vec3f& newDest, const MWWorld::Ptr& actor) const
|
|
{
|
|
return mPathFinder.getPath().empty() || getPathDistance(actor, mPathFinder.getPath().back(), newDest) > 10
|
|
|| mPathFinder.getPathCell() != actor.getCell();
|
|
}
|
|
|
|
bool MWMechanics::AiPackage::isNearInactiveCell(osg::Vec3f position)
|
|
{
|
|
const MWWorld::Cell* playerCell = getPlayer().getCell()->getCell();
|
|
if (playerCell->isExterior())
|
|
{
|
|
// get actor's distance from origin of center cell
|
|
Misc::makeCoordinateConverter(*playerCell).toLocal(position);
|
|
|
|
// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
|
|
// AI shuts down actors before they reach edges of 3 x 3 grid.
|
|
const float distanceFromEdge = 200.0;
|
|
float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
|
|
float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
|
|
return (position.x() < minThreshold) || (maxThreshold < position.x()) || (position.y() < minThreshold)
|
|
|| (maxThreshold < position.y());
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& dest)
|
|
{
|
|
// get actor's shortest radius for moving in circle
|
|
float speed = actor.getClass().getMaxSpeed(actor);
|
|
speed += speed * 0.1f; // 10% real speed inaccuracy
|
|
float radius = speed / getAngularVelocity(speed);
|
|
|
|
// get radius direction to the center
|
|
const float* rot = actor.getRefData().getPosition().rot;
|
|
osg::Quat quatRot(rot[0], -osg::X_AXIS, rot[1], -osg::Y_AXIS, rot[2], -osg::Z_AXIS);
|
|
osg::Vec3f dir = quatRot * osg::Y_AXIS; // actor's orientation direction is a tangent to circle
|
|
osg::Vec3f radiusDir = dir ^ osg::Z_AXIS; // radius is perpendicular to a tangent
|
|
radiusDir.normalize();
|
|
radiusDir *= radius;
|
|
|
|
// pick up the nearest center candidate
|
|
osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
|
|
osg::Vec3f center1 = pos - radiusDir;
|
|
osg::Vec3f center2 = pos + radiusDir;
|
|
osg::Vec3f center = (center1 - dest).length2() < (center2 - dest).length2() ? center1 : center2;
|
|
|
|
float distToDest = (center - dest).length();
|
|
|
|
// if pathpoint is reachable for the actor rotating on the run:
|
|
// no points of actor's circle should be farther from the center than destination point
|
|
return (radius <= distToDest);
|
|
}
|
|
|
|
DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::Ptr& actor) const
|
|
{
|
|
const MWWorld::Class& actorClass = actor.getClass();
|
|
DetourNavigator::Flags result = DetourNavigator::Flag_none;
|
|
|
|
if ((actorClass.isPureWaterCreature(actor)
|
|
|| (getTypeId() != AiPackageTypeId::Wander
|
|
&& ((Settings::game().mAllowActorsToFollowOverWaterSurface && getTypeId() == AiPackageTypeId::Follow)
|
|
|| actorClass.canSwim(actor) || hasWaterWalking(actor))))
|
|
&& actorClass.getSwimSpeed(actor) > 0)
|
|
result |= DetourNavigator::Flag_swim;
|
|
|
|
if (actorClass.canWalk(actor) && actor.getClass().getWalkSpeed(actor) > 0)
|
|
result |= DetourNavigator::Flag_walk | DetourNavigator::Flag_usePathgrid;
|
|
|
|
if (canOpenDoors(actor) && getTypeId() != AiPackageTypeId::Wander)
|
|
result |= DetourNavigator::Flag_openDoor;
|
|
|
|
return result;
|
|
}
|
|
|
|
DetourNavigator::AreaCosts MWMechanics::AiPackage::getAreaCosts(
|
|
const MWWorld::Ptr& actor, DetourNavigator::Flags flags) const
|
|
{
|
|
DetourNavigator::AreaCosts costs;
|
|
const MWWorld::Class& actorClass = actor.getClass();
|
|
|
|
const float walkSpeed = [&] {
|
|
if ((flags & DetourNavigator::Flag_walk) == 0)
|
|
return 0.0f;
|
|
if (getTypeId() == AiPackageTypeId::Wander)
|
|
return actorClass.getWalkSpeed(actor);
|
|
return actorClass.getRunSpeed(actor);
|
|
}();
|
|
|
|
const float swimSpeed = [&] {
|
|
if ((flags & DetourNavigator::Flag_swim) == 0)
|
|
return 0.0f;
|
|
if (hasWaterWalking(actor))
|
|
return walkSpeed;
|
|
return actorClass.getSwimSpeed(actor);
|
|
}();
|
|
|
|
const float maxSpeed = std::max(swimSpeed, walkSpeed);
|
|
|
|
if (maxSpeed == 0)
|
|
return costs;
|
|
|
|
const float swimFactor = swimSpeed / maxSpeed;
|
|
const float walkFactor = walkSpeed / maxSpeed;
|
|
|
|
costs.mWater = divOrMax(costs.mWater, swimFactor);
|
|
costs.mDoor = divOrMax(costs.mDoor, walkFactor);
|
|
costs.mPathgrid = divOrMax(costs.mPathgrid, walkFactor);
|
|
costs.mGround = divOrMax(costs.mGround, walkFactor);
|
|
|
|
return costs;
|
|
}
|
|
|
|
osg::Vec3f MWMechanics::AiPackage::getNextPathPoint(const osg::Vec3f& destination) const
|
|
{
|
|
return mPathFinder.getPath().empty() ? destination : mPathFinder.getPath().front();
|
|
}
|
|
|
|
float MWMechanics::AiPackage::getNextPathPointTolerance(
|
|
float speed, float duration, const osg::Vec3f& halfExtents) const
|
|
{
|
|
if (mPathFinder.getPathSize() <= 1)
|
|
return std::max(DEFAULT_TOLERANCE, mLastDestinationTolerance);
|
|
return getPointTolerance(speed, duration, halfExtents);
|
|
}
|