Example #1
0
    bool AiTravel::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
    {
        ESM::Position pos = actor.getRefData().getPosition();

        actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
        actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);

        if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), pos.asVec3()))
            return false;

        if (pathTo(actor, ESM::Pathgrid::Point(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ)), duration))
        {
            actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
            return true;
        }
        return false;
    }
Example #2
0
bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
{
    const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
    if (playerCell->isExterior())
    {
        // get actor's distance from origin of center cell
        osg::Vec3f actorOffset(actorPos.asVec3());
        CoordinateConverter(playerCell).toLocal(actorOffset);

        // currently assumes 3 x 3 grid for exterior cells, with player at center cell.
        // ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
        // While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid.
        const float distanceFromEdge = 200.0;
        float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
        float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
        return (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0])
            || (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]);
    }
    else
    {
        return false;
    }
}
Example #3
0
    bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
    {
        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        bool forceFlee = false;
        if (!canFight(actor, target))
        {
            storage.stopAttack();
            characterController.setAttackingOrSpell(false);
            storage.mActionCooldown = 0.f;
            // Continue combat if target is player or player follower/escorter and an attack has been attempted
            const std::list<MWWorld::Ptr>& playerFollowersAndEscorters = MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer());
            bool targetSidesWithPlayer = (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), target) != playerFollowersAndEscorters.end());
            if ((target == MWMechanics::getPlayer() || targetSidesWithPlayer)
                && ((actor.getClass().getCreatureStats(actor).getHitAttemptActorId() == target.getClass().getCreatureStats(target).getActorId())
                || (target.getClass().getCreatureStats(target).getHitAttemptActorId() == actor.getClass().getCreatureStats(actor).getActorId())))
                forceFlee = true;
            else // Otherwise end combat
                return true;
        }

        const MWWorld::Class& actorClass = actor.getClass();
        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        float& actionCooldown = storage.mActionCooldown;
        std::shared_ptr<Action>& currentAction = storage.mCurrentAction;

        if (!forceFlee)
        {
            if (actionCooldown > 0)
                return false;

            if (characterController.readyToPrepareAttack())
            {
                currentAction = prepareNextAction(actor, target);
                actionCooldown = currentAction->getActionCooldown();
            }
        }
        else
        {
            currentAction.reset(new ActionFlee());
            actionCooldown = currentAction->getActionCooldown();
        }

        if (!currentAction)
            return false;

        if (storage.isFleeing() != currentAction->isFleeing())
        {
            if (currentAction->isFleeing())
            {
                storage.startFleeing();
                MWBase::Environment::get().getDialogueManager()->say(actor, "flee");
                return false;
            }
            else
                storage.stopFleeing();
        }

        bool isRangedCombat = false;
        float &rangeAttack = storage.mAttackRange;

        rangeAttack = currentAction->getCombatRange(isRangedCombat);

        // Get weapon characteristics
        const ESM::Weapon* weapon = currentAction->getWeapon();

        ESM::Position pos = actor.getRefData().getPosition();
        osg::Vec3f vActorPos(pos.asVec3());
        osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());

        osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
        float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);

        storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack && storage.mLOS);

        if (storage.mReadyToAttack)
        {
            storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target);
            // start new attack
            storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);

            if (isRangedCombat)
            {
                // rotate actor taking into account target movement direction and projectile speed
                osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
                vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
                lastTargetPos = vTargetPos;

                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
            }
        }
        return false;
    }
Example #4
0
    bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController, 
        AiCombatStorage& storage, MWWorld::Ptr target)
    {
        MWMechanics::Movement& movement = storage.mMovement;

        if (isTargetMagicallyHidden(target))
        {
            storage.stopAttack();
            return false; // TODO: run away instead of doing nothing
        }

        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        const MWWorld::Class& actorClass = actor.getClass();
        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        float& actionCooldown = storage.mActionCooldown;
        if (actionCooldown > 0)
            return false;

        float rangeAttack = 0;
        float rangeFollow = 0;
        boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
        if (characterController.readyToPrepareAttack())
        {
            currentAction = prepareNextAction(actor, target);
            actionCooldown = currentAction->getActionCooldown();
        }

        if (currentAction.get())
            currentAction->getCombatRange(rangeAttack, rangeFollow);

        // FIXME: consider moving this stuff to ActionWeapon::getCombatRange
        const ESM::Weapon *weapon = NULL;
        MWMechanics::WeaponType weaptype = WeapType_None;
        float weapRange = 1.0f;

        // Get weapon characteristics
        MWBase::World* world = MWBase::Environment::get().getWorld();
        if (actorClass.hasInventoryStore(actor))
        {
            //Get weapon range
            MWWorld::ContainerStoreIterator weaponSlot =
                MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);

            if (weaptype == WeapType_HandToHand)
            {
                static float fHandToHandReach =
                    world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
                weapRange = fHandToHandReach;
            }
            else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell && weaptype != WeapType_None)
            {
                // All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
                weapon = weaponSlot->get<ESM::Weapon>()->mBase;
                weapRange = weapon->mData.mReach;
            }
            weapRange *= 100.0f;
        }
        else //is creature
        {
            weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand;
            weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit)
        }

        bool distantCombat = false;
        if (weaptype != WeapType_Spell)
        {
            // TODO: move to ActionWeapon
            if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
            {
                rangeAttack = 1000;
                rangeFollow = 0; // not needed in ranged combat
                distantCombat = true;
            }
            else
            {
                rangeAttack = weapRange;
                rangeFollow = 300;
            }
        }
        else
        {
            distantCombat = (rangeAttack > 500);
        }

        
        bool& readyToAttack = storage.mReadyToAttack;
        // start new attack
        storage.startAttackIfReady(actor, characterController, weapon, distantCombat);

        /*
         * Some notes on meanings of variables:
         *
         * rangeAttack:
         *
         *  - Distance where attack using the actor's weapon is possible:
         *    longer for ranged weapons (obviously?) vs. melee weapons
         *  - Determined by weapon's reach parameter; hardcoded value
         *    for ranged weapon and for creatures
         *  - Once within this distance mFollowTarget is triggered
         *
         * rangeFollow:
         *
         *  - Applies to melee weapons or hand to hand only (or creatures without
         *    weapons)
         *  - Distance a little further away than the actor's weapon reach
         *    i.e. rangeFollow > rangeAttack for melee weapons
         *  - Hardcoded value (0 for ranged weapons)
         *  - Once the target gets beyond this distance mFollowTarget is cleared
         *    and a path to the target needs to be found
         *
         * mFollowTarget:
         *
         *  - Once triggered, the actor follows the target with LOS shortcut
         *    (the shortcut really only applies to cells where pathgrids are
         *    available, since the default path without pathgrids is direct to
         *    target even if LOS is not achieved)
         */

        ESM::Position pos = actor.getRefData().getPosition();
        osg::Vec3f vActorPos(pos.asVec3());
        osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());

        osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
        float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
        
        osg::Vec3f& lastActorPos = storage.mLastActorPos;
        bool& followTarget = storage.mFollowTarget;

        bool isStuck = false;
        float speed = 0.0f;
        if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2)
            isStuck = true;

        lastActorPos = vActorPos;

        // check if actor can move along z-axis
        bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
            || world->isFlying(actor);

        // can't fight if attacker can't go where target is.  E.g. A fish can't attack person on land.
        if (distToTarget >= rangeAttack
                && !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
        {
            // TODO: start fleeing?
            storage.stopAttack();
            return false;
        }

        // for distant combat we should know if target is in LOS even if distToTarget < rangeAttack 
        bool inLOS = distantCombat ? world->getLOS(actor, target) : true;

        // (within attack dist) || (not quite attack dist while following)
        if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
        {
            mPathFinder.clearPath();
            //Melee and Close-up combat
            
            // getXAngleToDir determines vertical angle to target:
            // if actor can move along z-axis it will control movement dir
            // if can't - it will control correct aiming.
            // note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
            if (distantCombat)
            {
                osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
                vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype,
                    storage.mStrength);
                lastTargetPos = vTargetPos;
                movement.mRotation[0] = getXAngleToDir(vAimDir);
                movement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                movement.mRotation[0] = getXAngleToDir(vAimDir);
                movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
            }

            // (not quite attack dist while following)
            if (followTarget && distToTarget > rangeAttack)
            {
                //Close-up combat: just run up on target
                storage.stopCombatMove();
                movement.mPosition[1] = 1;
            }
            else // (within attack dist)
            {
                storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);

                readyToAttack = true;
                //only once got in melee combat, actor is allowed to use close-up shortcutting
                followTarget = true;
            }
        }
        else // remote pathfinding
        {
            bool preferShortcut = false;
            if (!distantCombat) inLOS = world->getLOS(actor, target);

            // check if shortcut is available
            bool& forceNoShortcut = storage.mForceNoShortcut;
            ESM::Position& shortcutFailPos = storage.mShortcutFailPos;
            
            if(inLOS && (!isStuck || readyToAttack)
                && (!forceNoShortcut || (shortcutFailPos.asVec3() - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
            {
                if(speed == 0.0f) speed = actorClass.getSpeed(actor);
                // maximum dist before pit/obstacle for actor to avoid them depending on his speed
                float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
                preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vAimDir.x(), vAimDir.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
            }

            // don't use pathgrid when actor can move in 3 dimensions
            if (canMoveByZ)
            {
                preferShortcut = true;
                movement.mRotation[0] = getXAngleToDir(vAimDir);
            }

            if(preferShortcut)
            {
                movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos));
                forceNoShortcut = false;
                shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
                mPathFinder.clearPath();
            }
            else // if shortcut failed stick to path grid
            {
                if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f)
                {
                    forceNoShortcut = true;
                    shortcutFailPos = pos;
                }

                followTarget = false;

                buildNewPath(actor, target);

                // should always return a path (even if it's just go straight on target.)
                assert(mPathFinder.isPathConstructed());
            }

            if (readyToAttack)
            {
                // to stop possible sideway moving after target moved out of attack range
                storage.stopCombatMove();
                readyToAttack = false;
            }
            movement.mPosition[1] = 1;
        }

        return false;
    }
Example #5
0
    void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
    {
        if (isTargetMagicallyHidden(target))
        {
            storage.stopAttack();
            return; // TODO: run away instead of doing nothing
        }

        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        const MWWorld::Class& actorClass = actor.getClass();
        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        float& actionCooldown = storage.mActionCooldown;
        if (actionCooldown > 0)
            return;

        float &rangeAttack = storage.mAttackRange;
        boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
        if (characterController.readyToPrepareAttack())
        {
            currentAction = prepareNextAction(actor, target);
            actionCooldown = currentAction->getActionCooldown();
        }

        const ESM::Weapon *weapon = NULL;
        bool isRangedCombat = false;
        if (currentAction.get())
        {
            rangeAttack = currentAction->getCombatRange(isRangedCombat);
            // Get weapon characteristics
            weapon = currentAction->getWeapon();
        }

        ESM::Position pos = actor.getRefData().getPosition();
        osg::Vec3f vActorPos(pos.asVec3());
        osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());

        osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
        float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);

        storage.mReadyToAttack = (distToTarget <= rangeAttack);
        
        // can't fight if attacker can't go where target is.  E.g. A fish can't attack person on land.
        if (distToTarget > rangeAttack
                && !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
        {
            // TODO: start fleeing?
            storage.stopAttack();
            return;
        }

        if (storage.mReadyToAttack)
        {
            storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack);
            // start new attack
            storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);

            if (isRangedCombat)
            {
                // rotate actor taking into account target movement direction and projectile speed
                osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
                vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
                lastTargetPos = vTargetPos;

                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
            }
        }
    }