bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration) { //Update various Timers mTimer += duration; //Update timer ESM::Position pos = actor.getRefData().getPosition(); //position of the actor /// Stops the actor when it gets too close to a unloaded cell //... At current time, this test is unnecessary. AI shuts down when actor is more than 7168 //... units from player, and exterior cells are 8192 units long and wide. //... But AI processing distance may increase in the future. if (isNearInactiveCell(pos)) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return false; } //*********************** /// Checks if you can't get to the end position at all, adds end position to end of path /// Rebuilds path every quarter of a second, in case the target has moved //*********************** if(mTimer > 0.25) { const ESM::Cell *cell = actor.getCell()->getCell(); if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved mPrevDest = dest; } if(!mPathFinder.getPath().empty()) //Path has points in it { ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path if(distance(dest, lastPos) > 100) //End of the path is far from the destination mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go } mTimer = 0; } //************************ /// Checks if you aren't moving; attempts to unstick you //************************ if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished? { // Reset mTimer so that path will be built right away when a package is repeated mTimer = 0.26f; return true; } else { evadeObstacles(actor, duration, pos); } return false; }
void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target) { ESM::Pathgrid::Point newPathTarget = PathFinder::MakePathgridPoint(target.getRefData().getPosition()); //construct new path only if target has moved away more than on [targetPosThreshold] if (doesPathNeedRecalc(newPathTarget, actor.getCell()->getCell())) { ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actor.getRefData().getPosition())); mPathFinder.buildSyncedPath(start, newPathTarget, actor.getCell(), false); } }
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration) { //Update various Timers mTimer += duration; //Update timer ESM::Position pos = actor.getRefData().getPosition(); //position of the actor /// Stops the actor when it gets too close to a unloaded cell const ESM::Cell *cell = actor.getCell()->getCell(); { MWWorld::Ptr player = getPlayer(); Movement &movement = actor.getClass().getMovementSettings(actor); //Ensure pursuer doesn't leave loaded cells 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; } } } //Start position ESM::Pathgrid::Point start = pos.pos; //*********************** /// Checks if you can't get to the end position at all, adds end position to end of path /// Rebuilds path every quarter of a second, in case the target has moved //*********************** if(mTimer > 0.25) { if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved mPathFinder.buildSyncedPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved mPrevDest = dest; } if(!mPathFinder.getPath().empty()) //Path has points in it { ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path if(distance(dest, lastPos) > 100) //End of the path is far from the destination mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go } mTimer = 0; } //************************ /// Checks if you aren't moving; attempts to unstick you //************************ if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1])) //Path finished? return true; else { evadeObstacles(actor, duration, pos); } return false; }
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance) { mTimer += duration; //Update timer ESM::Position pos = actor.getRefData().getPosition(); //position of the actor /// Stops the actor when it gets too close to a unloaded cell //... At current time, this test is unnecessary. AI shuts down when actor is more than 7168 //... units from player, and exterior cells are 8192 units long and wide. //... But AI processing distance may increase in the future. if (isNearInactiveCell(pos)) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; return false; } // handle path building and shortcutting ESM::Pathgrid::Point start = pos.pos; float distToTarget = distance(start, dest); bool isDestReached = (distToTarget <= destTolerance); if (!isDestReached && mTimer > AI_REACTION_TIME) { bool wasShortcutting = mIsShortcutting; bool destInLOS = false; if (getTypeId() != TypeIdWander) // prohibit shortcuts for AiWander mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS); // try to shortcut first if (!mIsShortcutting) { if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path { mPathFinder.buildSyncedPath(start, dest, actor.getCell()); mRotateOnTheRunChecks = 3; // give priority to go directly on target if there is minimal opportunity if (destInLOS && mPathFinder.getPath().size() > 1) { // get point just before dest std::list<ESM::Pathgrid::Point>::const_iterator pPointBeforeDest = mPathFinder.getPath().end(); --pPointBeforeDest; --pPointBeforeDest; // if start point is closer to the target then last point of path (excluding target itself) then go straight on the target if (distance(start, dest) <= distance(dest, *pPointBeforeDest)) { mPathFinder.clearPath(); mPathFinder.addPointToPath(dest); } } } if (!mPathFinder.getPath().empty()) //Path has points in it { ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path if(distance(dest, lastPos) > 100) //End of the path is far from the destination mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go } } mTimer = 0; } if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1])) // if path is finished { // turn to destination point zTurn(actor, getZAngleToPoint(start, dest)); smoothTurn(actor, getXAngleToPoint(start, dest), 0); return true; } else { if (mRotateOnTheRunChecks == 0 || isReachableRotatingOnTheRun(actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point { actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target if (mRotateOnTheRunChecks > 0) mRotateOnTheRunChecks--; } // handle obstacles on the way evadeObstacles(actor, duration, pos); } // turn to next path point by X,Z axes zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])); smoothTurn(actor, mPathFinder.getXAngleToNext(pos.pos[0], pos.pos[1], pos.pos[2]), 0); return false; }