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; }
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; } }
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; }
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; }
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 } } }