mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-09 12:42:11 +00:00
658c37a299
Fixes guards in pursuit activating the dialogue too early. Also tweaked the activation distance.
101 lines
3.4 KiB
C++
101 lines
3.4 KiB
C++
#include "aipursue.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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MWMechanics::AiPursue::AiPursue(const std::string &objectId)
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: mObjectId(objectId)
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{
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}
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MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
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{
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return new AiPursue(*this);
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}
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bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::Position pos = actor.getRefData().getPosition();
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Movement &movement = actor.getClass().getMovementSettings(actor);
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const ESM::Cell *cell = actor.getCell()->getCell();
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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MWWorld::Ptr player = world->getPlayerPtr();
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) >
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sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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if(cell->mData.mY != player.getCell()->getCell()->mData.mY)
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{
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int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) >
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sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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// Big TODO: Sync this with current AiFollow. Move common code to a shared base class or helpers (applies to all AI packages, way too much duplicated code)
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MWWorld::Ptr target = world->getPtr(mObjectId,false);
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ESM::Position targetPos = target.getRefData().getPosition();
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bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY;
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if(!mPathFinder.isPathConstructed() || cellChange || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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{
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mCellX = cell->mData.mX;
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mCellY = cell->mData.mY;
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ESM::Pathgrid::Point dest;
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dest.mX = targetPos.pos[0];
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dest.mY = targetPos.pos[1];
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dest.mZ = targetPos.pos[2];
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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mPathFinder.buildPath(start, dest, actor.getCell(), true);
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}
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if((pos.pos[0]-targetPos.pos[0])*(pos.pos[0]-targetPos.pos[0])+
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(pos.pos[1]-targetPos.pos[1])*(pos.pos[1]-targetPos.pos[1])+
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(pos.pos[2]-targetPos.pos[2])*(pos.pos[2]-targetPos.pos[2]) < 100*100)
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{
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movement.mPosition[1] = 0;
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MWWorld::Ptr target = world->getPtr(mObjectId,false);
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MWWorld::Class::get(target).activate(target,actor).get()->execute(actor);
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return true;
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}
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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zTurn(actor, Ogre::Degree(zAngle));
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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movement.mPosition[1] = 1;
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return false;
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}
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int MWMechanics::AiPursue::getTypeId() const
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{
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return TypeIdPursue;
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}
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