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93 lines
2.8 KiB
C++
93 lines
2.8 KiB
C++
#include "aiavoiddoor.hpp"
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#include <components/misc/rng.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 "actorutil.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include "steering.hpp"
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static const int MAX_DIRECTIONS = 4;
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MWMechanics::AiAvoidDoor::AiAvoidDoor(const MWWorld::ConstPtr& doorPtr)
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: mDuration(1)
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, mDoorPtr(doorPtr)
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, mDirection(0)
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{
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}
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bool MWMechanics::AiAvoidDoor::execute(
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const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition();
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if (mDuration == 1) // If it just started, get the actor position as the stuck detection thing
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mLastPos = pos.asVec3();
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mDuration -= duration; // Update timer
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if (mDuration < 0)
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{
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if (isStuck(pos.asVec3()))
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{
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adjustDirection();
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mDuration = 1; // reset timer
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}
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else
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return true; // We have tried backing up for more than one second, we've probably cleared it
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}
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if (mDoorPtr.getClass().getDoorState(mDoorPtr) == MWWorld::DoorState::Idle)
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return true; // Door is no longer opening
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ESM::Position tPos = mDoorPtr.getRefData().getPosition(); // Position of the door
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float x = pos.pos[1] - tPos.pos[1];
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float y = pos.pos[0] - tPos.pos[0];
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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// Turn away from the door and move when turn completed
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if (zTurn(actor, std::atan2(y, x) + getAdjustedAngle(), osg::DegreesToRadians(5.f)))
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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else
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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// Make all nearby actors also avoid the door
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std::vector<MWWorld::Ptr> actors;
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MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(), 100, actors);
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for (auto& neighbor : actors)
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{
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if (neighbor == getPlayer())
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continue;
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MWMechanics::AiSequence& seq = neighbor.getClass().getCreatureStats(neighbor).getAiSequence();
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if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor)
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seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), neighbor);
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}
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return false;
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}
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bool MWMechanics::AiAvoidDoor::isStuck(const osg::Vec3f& actorPos) const
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{
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return (actorPos - mLastPos).length2() < 10 * 10;
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}
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void MWMechanics::AiAvoidDoor::adjustDirection()
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{
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auto& prng = MWBase::Environment::get().getWorld()->getPrng();
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mDirection = Misc::Rng::rollDice(MAX_DIRECTIONS, prng);
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}
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float MWMechanics::AiAvoidDoor::getAdjustedAngle() const
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{
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return 2 * osg::PI / MAX_DIRECTIONS * mDirection;
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}
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