mirror of
https://gitlab.com/OpenMW/openmw.git
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a54d97669f
Reset friendly hits at the end of combat and don't count hits while in combat Closes #5755 See merge request OpenMW/openmw!3839
609 lines
20 KiB
C++
609 lines
20 KiB
C++
#include "aisequence.hpp"
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#include <algorithm>
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#include <limits>
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#include <components/debug/debuglog.hpp>
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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 "../mwworld/class.hpp"
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#include "actorutil.hpp"
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#include "aiactivate.hpp"
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#include "aicombat.hpp"
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#include "aicombataction.hpp"
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#include "aiescort.hpp"
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#include "aifollow.hpp"
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#include "aipackage.hpp"
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#include "aipursue.hpp"
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#include "aitravel.hpp"
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#include "aiwander.hpp"
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#include "creaturestats.hpp"
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namespace MWMechanics
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{
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void AiSequence::copy(const AiSequence& sequence)
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{
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for (const auto& package : sequence.mPackages)
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mPackages.push_back(package->clone());
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// We need to keep an AiWander storage, if present - it has a state machine.
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// Not sure about another temporary storages
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sequence.mAiState.copy<AiWanderStorage>(mAiState);
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mNumCombatPackages = sequence.mNumCombatPackages;
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mNumPursuitPackages = sequence.mNumPursuitPackages;
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}
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AiSequence::AiSequence()
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: mDone(false)
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, mLastAiPackage(AiPackageTypeId::None)
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{
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}
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AiSequence::AiSequence(const AiSequence& sequence)
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{
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copy(sequence);
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mDone = sequence.mDone;
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mLastAiPackage = sequence.mLastAiPackage;
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}
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AiSequence& AiSequence::operator=(const AiSequence& sequence)
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{
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if (this != &sequence)
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{
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clear();
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copy(sequence);
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mDone = sequence.mDone;
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mLastAiPackage = sequence.mLastAiPackage;
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}
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return *this;
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}
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AiSequence::~AiSequence()
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{
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clear();
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}
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void AiSequence::onPackageAdded(const AiPackage& package)
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{
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if (package.getTypeId() == AiPackageTypeId::Combat)
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mNumCombatPackages++;
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else if (package.getTypeId() == AiPackageTypeId::Pursue)
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mNumPursuitPackages++;
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assert(mNumCombatPackages >= 0);
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assert(mNumPursuitPackages >= 0);
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}
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void AiSequence::onPackageRemoved(const AiPackage& package)
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{
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if (package.getTypeId() == AiPackageTypeId::Combat)
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{
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mNumCombatPackages--;
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if (mNumCombatPackages == 0)
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mResetFriendlyHits = true;
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}
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else if (package.getTypeId() == AiPackageTypeId::Pursue)
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mNumPursuitPackages--;
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assert(mNumCombatPackages >= 0);
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assert(mNumPursuitPackages >= 0);
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}
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AiPackageTypeId AiSequence::getTypeId() const
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{
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if (mPackages.empty())
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return AiPackageTypeId::None;
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return mPackages.front()->getTypeId();
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}
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bool AiSequence::getCombatTarget(MWWorld::Ptr& targetActor) const
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{
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if (getTypeId() != AiPackageTypeId::Combat)
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return false;
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targetActor = mPackages.front()->getTarget();
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return !targetActor.isEmpty();
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}
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bool AiSequence::getCombatTargets(std::vector<MWWorld::Ptr>& targetActors) const
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{
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for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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if ((*it)->getTypeId() == MWMechanics::AiPackageTypeId::Combat)
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targetActors.push_back((*it)->getTarget());
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}
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return !targetActors.empty();
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}
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AiPackages::iterator AiSequence::erase(AiPackages::iterator package)
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{
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// Not sure if manually terminated packages should trigger mDone, probably not?
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auto& ptr = *package;
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onPackageRemoved(*ptr);
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return mPackages.erase(package);
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}
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bool AiSequence::isInCombat() const
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{
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return mNumCombatPackages > 0;
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}
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bool AiSequence::isInPursuit() const
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{
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return mNumPursuitPackages > 0;
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}
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bool AiSequence::isFleeing() const
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{
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if (!isInCombat())
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return false;
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const AiCombatStorage* storage = mAiState.getPtr<AiCombatStorage>();
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return storage && storage->isFleeing();
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}
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bool AiSequence::isEngagedWithActor() const
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{
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if (!isInCombat())
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return false;
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for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Combat)
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{
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MWWorld::Ptr target2 = (*it)->getTarget();
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if (!target2.isEmpty() && target2.getClass().isNpc())
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return true;
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}
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}
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return false;
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}
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bool AiSequence::hasPackage(AiPackageTypeId typeId) const
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{
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auto it = std::find_if(mPackages.begin(), mPackages.end(),
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[typeId](const auto& package) { return package->getTypeId() == typeId; });
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return it != mPackages.end();
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}
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bool AiSequence::isInCombat(const MWWorld::Ptr& actor) const
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{
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if (!isInCombat())
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return false;
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for (const auto& package : mPackages)
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{
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if (package->getTypeId() == AiPackageTypeId::Combat)
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{
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if (package->targetIs(actor))
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return true;
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}
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}
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return false;
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}
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void AiSequence::removePackagesById(AiPackageTypeId id)
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{
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for (auto it = mPackages.begin(); it != mPackages.end();)
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{
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if ((*it)->getTypeId() == id)
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{
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it = erase(it);
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}
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else
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++it;
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}
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}
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void AiSequence::stopCombat()
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{
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removePackagesById(AiPackageTypeId::Combat);
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}
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void AiSequence::stopCombat(const std::vector<MWWorld::Ptr>& targets)
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{
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for (auto it = mPackages.begin(); it != mPackages.end();)
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Combat
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&& std::find(targets.begin(), targets.end(), (*it)->getTarget()) != targets.end())
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{
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it = erase(it);
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}
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else
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++it;
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}
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}
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void AiSequence::stopPursuit()
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{
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removePackagesById(AiPackageTypeId::Pursue);
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}
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bool AiSequence::isPackageDone() const
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{
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return mDone;
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}
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namespace
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{
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bool isActualAiPackage(AiPackageTypeId packageTypeId)
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{
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return (packageTypeId >= AiPackageTypeId::Wander && packageTypeId <= AiPackageTypeId::Activate);
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}
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}
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void AiSequence::execute(
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const MWWorld::Ptr& actor, CharacterController& characterController, float duration, bool outOfRange)
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{
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if (actor == getPlayer())
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{
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// Players don't use this.
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return;
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}
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if (mResetFriendlyHits)
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{
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actor.getClass().getCreatureStats(actor).resetFriendlyHits();
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mResetFriendlyHits = false;
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}
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if (mPackages.empty())
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{
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mLastAiPackage = AiPackageTypeId::None;
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return;
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}
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auto* package = mPackages.front().get();
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if (!package->alwaysActive() && outOfRange)
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return;
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auto packageTypeId = package->getTypeId();
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// workaround ai packages not being handled as in the vanilla engine
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if (isActualAiPackage(packageTypeId))
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mLastAiPackage = packageTypeId;
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// if active package is combat one, choose nearest target
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if (packageTypeId == AiPackageTypeId::Combat)
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{
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auto itActualCombat = mPackages.end();
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float nearestDist = std::numeric_limits<float>::max();
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osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3();
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float bestRating = 0.f;
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for (auto it = mPackages.begin(); it != mPackages.end();)
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{
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if ((*it)->getTypeId() != AiPackageTypeId::Combat)
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break;
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MWWorld::Ptr target = (*it)->getTarget();
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// target disappeared (e.g. summoned creatures)
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if (target.isEmpty())
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{
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it = erase(it);
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}
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else
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{
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float rating = 0.f;
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if (MWMechanics::canFight(actor, target))
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rating = MWMechanics::getBestActionRating(actor, target);
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const ESM::Position& targetPos = target.getRefData().getPosition();
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float distTo = (targetPos.asVec3() - vActorPos).length2();
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// Small threshold for changing target
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if (it == mPackages.begin())
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distTo = std::max(0.f, distTo - 2500.f);
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// if a target has higher priority than current target or has same priority but closer
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if (rating > bestRating || ((distTo < nearestDist) && rating == bestRating))
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{
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nearestDist = distTo;
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itActualCombat = it;
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bestRating = rating;
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}
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++it;
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}
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}
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if (mPackages.empty())
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return;
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if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
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{
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assert(itActualCombat != mPackages.end());
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// move combat package with nearest target to the front
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std::rotate(mPackages.begin(), itActualCombat, std::next(itActualCombat));
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}
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package = mPackages.front().get();
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packageTypeId = package->getTypeId();
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}
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try
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{
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if (package->execute(actor, characterController, mAiState, duration))
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{
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// Put repeating non-combat AI packages on the end of the stack so they can be used again
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if (isActualAiPackage(packageTypeId) && package->getRepeat())
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{
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package->reset();
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mPackages.push_back(package->clone());
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}
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// The active package is typically the first entry, this is however not always the case
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// e.g. AiPursue executing a dialogue script that uses startCombat adds a combat package to the front
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// due to the priority.
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auto activePackageIt = std::find_if(
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mPackages.begin(), mPackages.end(), [&](auto& entry) { return entry.get() == package; });
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erase(activePackageIt);
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if (isActualAiPackage(packageTypeId))
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mDone = true;
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}
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else
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{
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mDone = false;
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}
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}
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catch (std::exception& e)
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{
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Log(Debug::Error) << "Error during AiSequence::execute: " << e.what();
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}
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}
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void AiSequence::clear()
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{
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mPackages.clear();
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mNumCombatPackages = 0;
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mNumPursuitPackages = 0;
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}
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void AiSequence::stack(const AiPackage& package, const MWWorld::Ptr& actor, bool cancelOther)
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{
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if (actor == getPlayer())
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throw std::runtime_error("Can't add AI packages to player");
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// Stop combat when a non-combat AI package is added
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if (isActualAiPackage(package.getTypeId()))
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{
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if (package.getTypeId() == MWMechanics::AiPackageTypeId::Follow
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|| package.getTypeId() == MWMechanics::AiPackageTypeId::Escort)
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{
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const auto& mechanicsManager = MWBase::Environment::get().getMechanicsManager();
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std::vector<MWWorld::Ptr> newAllies = mechanicsManager->getActorsSidingWith(package.getTarget());
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std::vector<MWWorld::Ptr> allies = mechanicsManager->getActorsSidingWith(actor);
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for (const auto& ally : allies)
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ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(newAllies);
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for (const auto& ally : newAllies)
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ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(allies);
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}
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stopCombat();
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}
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// We should return a wandering actor back after combat, casting or pursuit.
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// The same thing for actors without AI packages.
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// Also there is no point to stack return packages.
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const auto currentTypeId = getTypeId();
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const auto newTypeId = package.getTypeId();
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if (currentTypeId <= MWMechanics::AiPackageTypeId::Wander
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&& !hasPackage(MWMechanics::AiPackageTypeId::InternalTravel)
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&& (newTypeId <= MWMechanics::AiPackageTypeId::Combat || newTypeId == MWMechanics::AiPackageTypeId::Pursue
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|| newTypeId == MWMechanics::AiPackageTypeId::Cast))
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{
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osg::Vec3f dest;
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if (currentTypeId == MWMechanics::AiPackageTypeId::Wander)
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{
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dest = getActivePackage().getDestination(actor);
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}
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else
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{
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dest = actor.getRefData().getPosition().asVec3();
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}
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MWMechanics::AiInternalTravel travelPackage(dest.x(), dest.y(), dest.z());
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stack(travelPackage, actor, false);
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}
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// remove previous packages if required
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if (cancelOther && package.shouldCancelPreviousAi())
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{
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for (auto it = mPackages.begin(); it != mPackages.end();)
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{
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if ((*it)->canCancel())
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{
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it = erase(it);
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}
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else
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++it;
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}
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}
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// insert new package in correct place depending on priority
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for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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// We should override current AiCast package, if we try to add a new one.
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if ((*it)->getTypeId() == MWMechanics::AiPackageTypeId::Cast
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&& package.getTypeId() == MWMechanics::AiPackageTypeId::Cast)
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{
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*it = package.clone();
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return;
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}
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if ((*it)->getPriority() <= package.getPriority())
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{
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onPackageAdded(package);
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mPackages.insert(it, package.clone());
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return;
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}
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}
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onPackageAdded(package);
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mPackages.push_back(package.clone());
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// Make sure that temporary storage is empty
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if (cancelOther)
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{
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mAiState.moveIn(std::make_unique<AiCombatStorage>());
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mAiState.moveIn(std::make_unique<AiFollowStorage>());
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mAiState.moveIn(std::make_unique<AiWanderStorage>());
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}
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}
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bool MWMechanics::AiSequence::isEmpty() const
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{
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return mPackages.empty();
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}
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const AiPackage& MWMechanics::AiSequence::getActivePackage() const
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{
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if (mPackages.empty())
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throw std::runtime_error(std::string("No AI Package!"));
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return *mPackages.front();
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}
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void AiSequence::fill(const ESM::AIPackageList& list)
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{
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for (const auto& esmPackage : list.mList)
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{
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std::unique_ptr<MWMechanics::AiPackage> package;
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if (esmPackage.mType == ESM::AI_Wander)
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{
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ESM::AIWander data = esmPackage.mWander;
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std::vector<unsigned char> idles;
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idles.reserve(8);
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for (int i = 0; i < 8; ++i)
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idles.push_back(data.mIdle[i]);
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package = std::make_unique<MWMechanics::AiWander>(
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data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat != 0);
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}
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else if (esmPackage.mType == ESM::AI_Escort)
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{
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ESM::AITarget data = esmPackage.mTarget;
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package = std::make_unique<MWMechanics::AiEscort>(ESM::RefId::stringRefId(data.mId.toStringView()),
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esmPackage.mCellName, data.mDuration, data.mX, data.mY, data.mZ, data.mShouldRepeat != 0);
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}
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else if (esmPackage.mType == ESM::AI_Travel)
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{
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ESM::AITravel data = esmPackage.mTravel;
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package = std::make_unique<MWMechanics::AiTravel>(data.mX, data.mY, data.mZ, data.mShouldRepeat != 0);
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}
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else if (esmPackage.mType == ESM::AI_Activate)
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{
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ESM::AIActivate data = esmPackage.mActivate;
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package = std::make_unique<MWMechanics::AiActivate>(
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ESM::RefId::stringRefId(data.mName.toStringView()), data.mShouldRepeat != 0);
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}
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else // if (esmPackage.mType == ESM::AI_Follow)
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{
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ESM::AITarget data = esmPackage.mTarget;
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package = std::make_unique<MWMechanics::AiFollow>(ESM::RefId::stringRefId(data.mId.toStringView()),
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esmPackage.mCellName, data.mDuration, data.mX, data.mY, data.mZ, data.mShouldRepeat != 0);
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}
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onPackageAdded(*package);
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mPackages.push_back(std::move(package));
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}
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}
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void AiSequence::writeState(ESM::AiSequence::AiSequence& sequence) const
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{
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for (const auto& package : mPackages)
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package->writeState(sequence);
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sequence.mLastAiPackage = static_cast<int>(mLastAiPackage);
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}
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void AiSequence::readState(const ESM::AiSequence::AiSequence& sequence)
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{
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if (!sequence.mPackages.empty())
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clear();
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|
|
|
// Load packages
|
|
for (auto& container : sequence.mPackages)
|
|
{
|
|
std::unique_ptr<MWMechanics::AiPackage> package;
|
|
switch (container.mType)
|
|
{
|
|
case ESM::AiSequence::Ai_Wander:
|
|
{
|
|
package = std::make_unique<AiWander>(
|
|
&static_cast<const ESM::AiSequence::AiWander&>(*container.mPackage));
|
|
break;
|
|
}
|
|
case ESM::AiSequence::Ai_Travel:
|
|
{
|
|
const ESM::AiSequence::AiTravel& source
|
|
= static_cast<const ESM::AiSequence::AiTravel&>(*container.mPackage);
|
|
if (source.mHidden)
|
|
package = std::make_unique<AiInternalTravel>(&source);
|
|
else
|
|
package = std::make_unique<AiTravel>(&source);
|
|
break;
|
|
}
|
|
case ESM::AiSequence::Ai_Escort:
|
|
{
|
|
package = std::make_unique<AiEscort>(
|
|
&static_cast<const ESM::AiSequence::AiEscort&>(*container.mPackage));
|
|
break;
|
|
}
|
|
case ESM::AiSequence::Ai_Follow:
|
|
{
|
|
package = std::make_unique<AiFollow>(
|
|
&static_cast<const ESM::AiSequence::AiFollow&>(*container.mPackage));
|
|
break;
|
|
}
|
|
case ESM::AiSequence::Ai_Activate:
|
|
{
|
|
package = std::make_unique<AiActivate>(
|
|
&static_cast<const ESM::AiSequence::AiActivate&>(*container.mPackage));
|
|
break;
|
|
}
|
|
case ESM::AiSequence::Ai_Combat:
|
|
{
|
|
package = std::make_unique<AiCombat>(
|
|
&static_cast<const ESM::AiSequence::AiCombat&>(*container.mPackage));
|
|
break;
|
|
}
|
|
case ESM::AiSequence::Ai_Pursue:
|
|
{
|
|
package = std::make_unique<AiPursue>(
|
|
&static_cast<const ESM::AiSequence::AiPursue&>(*container.mPackage));
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!package.get())
|
|
continue;
|
|
|
|
onPackageAdded(*package);
|
|
mPackages.push_back(std::move(package));
|
|
}
|
|
|
|
mLastAiPackage = static_cast<AiPackageTypeId>(sequence.mLastAiPackage);
|
|
}
|
|
|
|
void AiSequence::fastForward(const MWWorld::Ptr& actor)
|
|
{
|
|
if (!mPackages.empty())
|
|
{
|
|
mPackages.front()->fastForward(actor, mAiState);
|
|
}
|
|
}
|
|
|
|
} // namespace MWMechanics
|