mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-07 12:54:00 +00:00
276 lines
9.4 KiB
C++
276 lines
9.4 KiB
C++
#include "aifollow.hpp"
|
|
|
|
#include <components/esm3/aisequence.hpp>
|
|
#include <components/esm3/loadcell.hpp>
|
|
#include <components/misc/algorithm.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 "character.hpp"
|
|
#include "creaturestats.hpp"
|
|
#include "steering.hpp"
|
|
|
|
namespace
|
|
{
|
|
osg::Vec3f::value_type getHalfExtents(const MWWorld::ConstPtr& actor)
|
|
{
|
|
if (actor.getClass().isNpc())
|
|
return 64;
|
|
return MWBase::Environment::get().getWorld()->getHalfExtents(actor).y();
|
|
}
|
|
}
|
|
|
|
namespace MWMechanics
|
|
{
|
|
int AiFollow::mFollowIndexCounter = 0;
|
|
|
|
AiFollow::AiFollow(const ESM::RefId& actorId, float duration, float x, float y, float z, bool repeat)
|
|
: TypedAiPackage<AiFollow>(repeat)
|
|
, mAlwaysFollow(false)
|
|
, mDuration(duration)
|
|
, mRemainingDuration(duration)
|
|
, mX(x)
|
|
, mY(y)
|
|
, mZ(z)
|
|
, mActive(false)
|
|
, mFollowIndex(mFollowIndexCounter++)
|
|
{
|
|
mTargetActorRefId = actorId;
|
|
}
|
|
|
|
AiFollow::AiFollow(
|
|
const ESM::RefId& actorId, std::string_view cellId, float duration, float x, float y, float z, bool repeat)
|
|
: TypedAiPackage<AiFollow>(repeat)
|
|
, mAlwaysFollow(false)
|
|
, mDuration(duration)
|
|
, mRemainingDuration(duration)
|
|
, mX(x)
|
|
, mY(y)
|
|
, mZ(z)
|
|
, mCellId(cellId)
|
|
, mActive(false)
|
|
, mFollowIndex(mFollowIndexCounter++)
|
|
{
|
|
mTargetActorRefId = actorId;
|
|
}
|
|
|
|
AiFollow::AiFollow(const MWWorld::Ptr& actor, bool commanded)
|
|
: TypedAiPackage<AiFollow>(makeDefaultOptions().withShouldCancelPreviousAi(!commanded))
|
|
, mAlwaysFollow(true)
|
|
, mDuration(0)
|
|
, mRemainingDuration(0)
|
|
, mX(0)
|
|
, mY(0)
|
|
, mZ(0)
|
|
, mActive(false)
|
|
, mFollowIndex(mFollowIndexCounter++)
|
|
{
|
|
mTargetActorRefId = actor.getCellRef().getRefId();
|
|
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
|
|
}
|
|
|
|
AiFollow::AiFollow(const ESM::AiSequence::AiFollow* follow)
|
|
: TypedAiPackage<AiFollow>(
|
|
makeDefaultOptions().withShouldCancelPreviousAi(!follow->mCommanded).withRepeat(follow->mRepeat))
|
|
, mAlwaysFollow(follow->mAlwaysFollow)
|
|
, mDuration(follow->mData.mDuration)
|
|
, mRemainingDuration(follow->mRemainingDuration)
|
|
, mX(follow->mData.mX)
|
|
, mY(follow->mData.mY)
|
|
, mZ(follow->mData.mZ)
|
|
, mCellId(follow->mCellId)
|
|
, mActive(follow->mActive)
|
|
, mFollowIndex(mFollowIndexCounter++)
|
|
{
|
|
mTargetActorRefId = follow->mTargetId;
|
|
mTargetActorId = follow->mTargetActorId;
|
|
}
|
|
|
|
bool AiFollow::execute(
|
|
const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
|
|
{
|
|
const MWWorld::Ptr target = getTarget();
|
|
|
|
// Target is not here right now, wait for it to return
|
|
// Really we should be checking whether the target is currently registered with the MechanicsManager
|
|
if (target == MWWorld::Ptr() || !target.getCellRef().getCount() || !target.getRefData().isEnabled())
|
|
return false;
|
|
|
|
actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
|
|
|
|
AiFollowStorage& storage = state.get<AiFollowStorage>();
|
|
|
|
bool& rotate = storage.mTurnActorToTarget;
|
|
if (rotate)
|
|
{
|
|
if (zTurn(actor, storage.mTargetAngleRadians))
|
|
rotate = false;
|
|
|
|
return false;
|
|
}
|
|
|
|
const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
|
|
const osg::Vec3f targetPos(target.getRefData().getPosition().asVec3());
|
|
const osg::Vec3f targetDir = targetPos - actorPos;
|
|
|
|
// In the original engine the first follower stays closer to the player than any subsequent followers.
|
|
// Followers beyond the first usually attempt to stand inside each other.
|
|
osg::Vec3f::value_type floatingDistance = 0;
|
|
auto followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingByIndex(target);
|
|
if (followers.size() >= 2 && followers.cbegin()->first != mFollowIndex)
|
|
{
|
|
for (auto& follower : followers)
|
|
{
|
|
auto halfExtent = getHalfExtents(follower.second);
|
|
if (halfExtent > floatingDistance)
|
|
floatingDistance = halfExtent;
|
|
}
|
|
floatingDistance += 128;
|
|
}
|
|
floatingDistance += getHalfExtents(target) + 64;
|
|
floatingDistance += getHalfExtents(actor) * 2;
|
|
short followDistance = static_cast<short>(floatingDistance);
|
|
|
|
// AiFollow requires the target to be in range and within sight for the initial activation
|
|
if (!mActive)
|
|
{
|
|
storage.mTimer -= duration;
|
|
|
|
if (storage.mTimer < 0)
|
|
{
|
|
float activeRange = followDistance + 384.f;
|
|
if (targetDir.length2() < activeRange * activeRange
|
|
&& MWBase::Environment::get().getWorld()->getLOS(actor, target))
|
|
mActive = true;
|
|
storage.mTimer = 0.5f;
|
|
}
|
|
}
|
|
if (!mActive)
|
|
return false;
|
|
|
|
if (!mAlwaysFollow) // Update if you only follow for a bit
|
|
{
|
|
// Check if we've run out of time
|
|
if (mDuration > 0)
|
|
{
|
|
mRemainingDuration
|
|
-= ((duration * MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale())
|
|
/ 3600);
|
|
if (mRemainingDuration <= 0)
|
|
{
|
|
mRemainingDuration = mDuration;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
osg::Vec3f finalPos(mX, mY, mZ);
|
|
if ((actorPos - finalPos).length2() < followDistance * followDistance) // Close-ish to final position
|
|
{
|
|
if (actor.getCell()->isExterior()) // Outside?
|
|
{
|
|
if (mCellId.empty()) // No cell to travel to
|
|
{
|
|
mRemainingDuration = mDuration;
|
|
return true;
|
|
}
|
|
}
|
|
else if (mCellId == actor.getCell()->getCell()->getWorldSpace()) // Cell to travel to
|
|
{
|
|
mRemainingDuration = mDuration;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
short baseFollowDistance = followDistance;
|
|
short threshold = 30; // to avoid constant switching between moving/stopping
|
|
if (storage.mMoving)
|
|
followDistance -= threshold;
|
|
else
|
|
followDistance += threshold;
|
|
|
|
if (targetDir.length2() <= followDistance * followDistance)
|
|
{
|
|
float faceAngleRadians = std::atan2(targetDir.x(), targetDir.y());
|
|
|
|
if (!zTurn(actor, faceAngleRadians, osg::DegreesToRadians(45.f)))
|
|
{
|
|
storage.mTargetAngleRadians = faceAngleRadians;
|
|
storage.mTurnActorToTarget = true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Go to the destination
|
|
storage.mMoving = !pathTo(
|
|
actor, targetPos, duration, characterController.getSupportedMovementDirections(), baseFollowDistance);
|
|
|
|
if (storage.mMoving)
|
|
{
|
|
// Check if you're far away
|
|
if (targetDir.length2() > 450 * 450)
|
|
actor.getClass().getCreatureStats(actor).setMovementFlag(
|
|
MWMechanics::CreatureStats::Flag_Run, true); // Make NPC run
|
|
else if (targetDir.length2()
|
|
< 325 * 325) // Have a bit of a dead zone, otherwise npc will constantly flip between running and not
|
|
// when right on the edge of the running threshold
|
|
actor.getClass().getCreatureStats(actor).setMovementFlag(
|
|
MWMechanics::CreatureStats::Flag_Run, false); // make NPC walk
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
ESM::RefId AiFollow::getFollowedActor()
|
|
{
|
|
return mTargetActorRefId;
|
|
}
|
|
|
|
bool AiFollow::isCommanded() const
|
|
{
|
|
return !mOptions.mShouldCancelPreviousAi;
|
|
}
|
|
|
|
void AiFollow::writeState(ESM::AiSequence::AiSequence& sequence) const
|
|
{
|
|
auto follow = std::make_unique<ESM::AiSequence::AiFollow>();
|
|
follow->mData.mX = mX;
|
|
follow->mData.mY = mY;
|
|
follow->mData.mZ = mZ;
|
|
follow->mData.mDuration = mDuration;
|
|
follow->mTargetId = mTargetActorRefId;
|
|
follow->mTargetActorId = mTargetActorId;
|
|
follow->mRemainingDuration = mRemainingDuration;
|
|
follow->mCellId = mCellId;
|
|
follow->mAlwaysFollow = mAlwaysFollow;
|
|
follow->mCommanded = isCommanded();
|
|
follow->mActive = mActive;
|
|
follow->mRepeat = getRepeat();
|
|
|
|
ESM::AiSequence::AiPackageContainer package;
|
|
package.mType = ESM::AiSequence::Ai_Follow;
|
|
package.mPackage = std::move(follow);
|
|
sequence.mPackages.push_back(std::move(package));
|
|
}
|
|
|
|
int AiFollow::getFollowIndex() const
|
|
{
|
|
return mFollowIndex;
|
|
}
|
|
|
|
void AiFollow::fastForward(const MWWorld::Ptr& actor, AiState& state)
|
|
{
|
|
// Update duration counter if this package has a duration
|
|
if (mDuration > 0)
|
|
mRemainingDuration--;
|
|
}
|
|
|
|
}
|