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OpenMW/apps/openmw/mwmechanics/aipursue.cpp
scrawl 658c37a299 AiPursue: If we reached the path end, that does not mean we reached the target. Rebuild the path if the target has moved in the meantime.
Fixes guards in pursuit activating the dialogue too early.

Also tweaked the activation distance.
2014-05-03 17:17:00 +02:00

101 lines
3.4 KiB
C++

#include "aipursue.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "creaturestats.hpp"
MWMechanics::AiPursue::AiPursue(const std::string &objectId)
: mObjectId(objectId)
{
}
MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
{
return new AiPursue(*this);
}
bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::Position pos = actor.getRefData().getPosition();
Movement &movement = actor.getClass().getMovementSettings(actor);
const ESM::Cell *cell = actor.getCell()->getCell();
actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
MWWorld::Ptr player = world->getPlayerPtr();
if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
{
int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX);
//check if actor is near the border of an inactive cell. If so, stop walking.
if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) >
sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
{
movement.mPosition[1] = 0;
return false;
}
}
if(cell->mData.mY != player.getCell()->getCell()->mData.mY)
{
int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY);
//check if actor is near the border of an inactive cell. If so, stop walking.
if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) >
sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
{
movement.mPosition[1] = 0;
return false;
}
}
// 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)
MWWorld::Ptr target = world->getPtr(mObjectId,false);
ESM::Position targetPos = target.getRefData().getPosition();
bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY;
if(!mPathFinder.isPathConstructed() || cellChange || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
{
mCellX = cell->mData.mX;
mCellY = cell->mData.mY;
ESM::Pathgrid::Point dest;
dest.mX = targetPos.pos[0];
dest.mY = targetPos.pos[1];
dest.mZ = targetPos.pos[2];
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
mPathFinder.buildPath(start, dest, actor.getCell(), true);
}
if((pos.pos[0]-targetPos.pos[0])*(pos.pos[0]-targetPos.pos[0])+
(pos.pos[1]-targetPos.pos[1])*(pos.pos[1]-targetPos.pos[1])+
(pos.pos[2]-targetPos.pos[2])*(pos.pos[2]-targetPos.pos[2]) < 100*100)
{
movement.mPosition[1] = 0;
MWWorld::Ptr target = world->getPtr(mObjectId,false);
MWWorld::Class::get(target).activate(target,actor).get()->execute(actor);
return true;
}
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
zTurn(actor, Ogre::Degree(zAngle));
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
movement.mPosition[1] = 1;
return false;
}
int MWMechanics::AiPursue::getTypeId() const
{
return TypeIdPursue;
}