Пример #1
0
void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos)
{
    zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));

    MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);

    // check if stuck due to obstacles
    if (!mObstacleCheck.check(actor, duration)) return;

    // first check if obstacle is a door
    MWWorld::Ptr door = getNearbyDoor(actor); // NOTE: checks interior cells only
    if (door != MWWorld::Ptr())
    {
        // note: AiWander currently does not open doors
        if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty()
                && door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0)
        {
            MWBase::Environment::get().getWorld()->activateDoor(door, 1);
        }
    }
    else // any other obstacle (NPC, crate, etc.)
    {
        mObstacleCheck.takeEvasiveAction(movement);
    }
}
Пример #2
0
void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos)
{
    zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));

    MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor);
    if (mObstacleCheck.check(actor, duration))
    {
        // first check if we're walking into a door
        MWWorld::Ptr door = getNearbyDoor(actor);
        if (door != MWWorld::Ptr()) // NOTE: checks interior cells only
        {
            if (!door.getCellRef().getTeleport() && door.getCellRef().getTrap().empty()
                    && door.getCellRef().getLockLevel() <= 0 && door.getClass().getDoorState(door) == 0) {
                MWBase::Environment::get().getWorld()->activateDoor(door, 1);
            }
        }
        else // probably walking into another NPC
        {
            mObstacleCheck.takeEvasiveAction(movement);
        }
    }
    else { //Not stuck, so reset things
        movement.mPosition[1] = 1; //Just run forward
    }
}
Пример #3
0
bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor,float duration)
{

    ESM::Position pos = actor.getRefData().getPosition();
    if(mDuration == 1) //If it just started, get the actor position as the stuck detection thing
        mLastPos = pos;

    mDuration -= duration; //Update timer

    if(mDuration < 0) {
        float x = pos.pos[0] - mLastPos.pos[0];
        float y = pos.pos[1] - mLastPos.pos[1];
        float z = pos.pos[2] - mLastPos.pos[2];
        int distance = x * x + y * y + z * z;
        if(distance < 10 * 10) { //Got stuck, didn't move
            if(mAdjAngle == 0) //Try going in various directions
                mAdjAngle = 1.57079632679f; //pi/2
            else if (mAdjAngle == 1.57079632679f)
                mAdjAngle = -1.57079632679;
            else
                mAdjAngle = 0;
            mDuration = 1; //reset timer
        }
        else //Not stuck
            return true; // We have tried backing up for more than one second, we've probably cleared it
    }

    if (!mDoorPtr.getClass().getDoorState(mDoorPtr))
        return true; //Door is no longer opening

    ESM::Position tPos = mDoorPtr.getRefData().getPosition(); //Position of the door
    float x = pos.pos[0] - tPos.pos[0];
    float y = pos.pos[1] - tPos.pos[1];

    actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

    // Turn away from the door and move when turn completed
    if (zTurn(actor, Ogre::Radian(std::atan2(x,y) + mAdjAngle), Ogre::Degree(5)))
        actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
    else
        actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
    actor.getClass().getMovementSettings(actor).mPosition[0] = 0;

    // Make all nearby actors also avoid the door
    std::vector<MWWorld::Ptr> actors;
    MWBase::Environment::get().getMechanicsManager()->getActorsInRange(Ogre::Vector3(pos.pos[0],pos.pos[1],pos.pos[2]),100,actors);
    for(std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); it++) {
        if(*it != MWBase::Environment::get().getWorld()->getPlayerPtr()) { //Not the player
            MWMechanics::AiSequence& seq = it->getClass().getCreatureStats(*it).getAiSequence();
            if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdAvoidDoor) { //Only add it once
                seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr),*it);
            }
        }
    }

    return false;
}
Пример #4
0
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration)
{
    //Update various Timers
    mTimer += duration; //Update timer
    mStuckTimer += duration;   //Update stuck timer
    mTotalTime += duration; //Update total time following


    ESM::Position pos = actor.getRefData().getPosition(); //position of the actor

    /// Stops the actor when it gets too close to a unloaded cell
    {
        MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
        const ESM::Cell *cell = actor.getCell()->getCell();
        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(distance(mPrevDest, dest) > 10) { //Only rebuild path if it's moved
            mPathFinder.buildPath(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],pos.pos[2])) //Path finished?
        return true;
    else if(mStuckTimer>0.5) //Every half second see if we need to take action to avoid something
    {
/// TODO (tluppi#1#): Use ObstacleCheck here. Not working for some reason
        //if(mObstacleCheck.check(actor, duration)) {
        if(distance(start, mStuckPos.pos[0], mStuckPos.pos[1], mStuckPos.pos[2]) < 10 && distance(dest, start) > 20) { //Actually stuck, and far enough away from destination to care
            // first check if we're walking into a door
            MWWorld::Ptr door = getNearbyDoor(actor);
            if(door != MWWorld::Ptr()) // NOTE: checks interior cells only
            {
                if(door.getCellRef().mTrap.empty() && mLastDoorChecked != door) { //Open the door if untrapped
                    door.getClass().activate(door, actor).get()->execute(actor);
                    mLastDoorChecked = door;
                }
            }
            else // probably walking into another NPC
            {
                // TODO: diagonal should have same animation as walk forward
                //       but doesn't seem to do that?
                actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
                actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
                // change the angle a bit, too
                zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
            }
        }
        else { //Not stuck, so reset things
            mStuckTimer = 0;
            mStuckPos = pos;
            mLastDoorChecked = MWWorld::Ptr(); //Resets it, in case he gets stuck behind the door again
            actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward
        }
    }
    else {
        actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward the rest of the time
    }

    zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));

    return false;
}
Пример #5
0
    bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
    {
        //General description
        if(!actor.getClass().getCreatureStats(actor).isHostile()
                || actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
            return true;

        if(mTarget.getClass().getCreatureStats(mTarget).isDead())
            return true;

        //Update every frame
        if(mCombatMove)
        {
            mTimerCombatMove -= duration;
            if( mTimerCombatMove <= 0)
            {
                mTimerCombatMove = 0;
                mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
                mCombatMove = false;
            }
        }

        actor.getClass().getMovementSettings(actor) = mMovement;

        if (mRotate)
        {
            if (zTurn(actor, Ogre::Degree(mTargetAngle)))
                mRotate = false;
        }


        mTimerAttack -= duration;
        actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike);

        float tReaction = 0.25f;
        if(mTimerReact < tReaction)
        {
            mTimerReact += duration;
            return false;
        }

        //Update with period = tReaction

        mTimerReact = 0;

        //actual attacking logic
        //TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
        float attackPeriod = 1.0f;
        if(mReadyToAttack)
        {
            if(mTimerAttack <= -attackPeriod)
            {
                //TODO: should depend on time between 'start' to 'min attack'
                //for better controlling of NPCs' attack strength.
                //Also it seems that this time is different for slash/thrust/chop
                mTimerAttack = 0.35f * static_cast<float>(rand())/RAND_MAX;
                mStrike = true;

                //say a provoking combat phrase
                if (actor.getClass().isNpc())
                {
                    const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
                    int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
                    int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
                    if (roll < chance)
                    {
                        MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
                    }
                }
            }
            else if (mTimerAttack <= 0)
                mStrike = false;
        }
        else
        {
            mTimerAttack = -attackPeriod;
            mStrike = false;
        }

        const MWWorld::Class &cls = actor.getClass();
        const ESM::Weapon *weapon = NULL;
        MWMechanics::WeaponType weaptype;
        float weapRange, weapSpeed = 1.0f;

        actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        if (actor.getClass().hasInventoryStore(actor))
        {
            MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState();
            if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
                actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);

            //Get weapon speed and range
            MWWorld::ContainerStoreIterator weaponSlot =
                MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.getInventoryStore(actor), &weaptype);

            if (weaptype == WeapType_HandToHand)
            {
                const MWWorld::Store<ESM::GameSetting> &gmst =
                    MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
                weapRange = gmst.find("fHandToHandReach")->getFloat();
            }
            else
            {
                weapon = weaponSlot->get<ESM::Weapon>()->mBase;
                weapRange = weapon->mData.mReach;
                weapSpeed = weapon->mData.mSpeed;
            }
            weapRange *= 100.0f;
        }
        else //is creature
        {
            weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon
            weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit)
        }

        ESM::Position pos = actor.getRefData().getPosition();

        float rangeMelee;
        float rangeCloseUp;
        bool distantCombat = false;
        if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_Thrown)
        {
            rangeMelee = 1000; // TODO: should depend on archer skill
            rangeCloseUp = 0; //doesn't needed when attacking from distance
            distantCombat = true;
        }
        else
        {
            rangeMelee = weapRange;
            rangeCloseUp = 300;
        }

        Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]);
        ESM::Position targetPos = mTarget.getRefData().getPosition();
        Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]);
        Ogre::Vector3 vDir = vDest - vStart;
        float distBetween = vDir.length();

        if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) )
        {
            //Melee and Close-up combat
            vDir.z = 0;
            float dirLen = vDir.length();
            mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees();
            mRotate = true;

            //bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
            if (mFollowTarget && distBetween > rangeMelee)
            {
                //Close-up combat: just run up on target
                mMovement.mPosition[1] = 1;
            }
            else
            {
                //Melee: stop running and attack
                mMovement.mPosition[1] = 0;

                // When attacking with a weapon, choose between slash, thrust or chop
                if (actor.getClass().hasInventoryStore(actor))
                    chooseBestAttack(weapon, mMovement);

                if(mMovement.mPosition[0] || mMovement.mPosition[1])
                {
                    mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
                    mCombatMove = true;
                }
                else if(actor.getClass().isNpc() && (!distantCombat || (distantCombat && rangeMelee/5)))
                {
                    //apply sideway movement (kind of dodging) with some probability
                    if(static_cast<float>(rand())/RAND_MAX < 0.25)
                    {
                        mMovement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1;
                        mTimerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX;
                        mCombatMove = true;
                    }
                }

                if(distantCombat && distBetween < rangeMelee/4)
                {
                    mMovement.mPosition[1] = -1;
                }

                mReadyToAttack = true;
                //only once got in melee combat, actor is allowed to use close-up shortcutting
                mFollowTarget = true;
            }
        }
        else
        {
            //target is at far distance: build path to target OR follow target (if previously actor had reached it once)
            mFollowTarget = false;

            buildNewPath(actor); //may fail to build a path, check before use

            //delete visited path node
            mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);

            //if no new path leave mTargetAngle unchanged
            if(!mPathFinder.getPath().empty())
            {
                //try shortcut
                if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
                    mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
                else
                    mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
                mRotate = true;
            }

            mMovement.mPosition[1] = 1;
            mReadyToAttack = false;
        }

        if(distBetween > rangeMelee)
        {
            //special run attack; it shouldn't affect melee combat tactics
            if(actor.getClass().getMovementSettings(actor).mPosition[1] == 1)
            {
                //check if actor can overcome the distance = distToTarget - attackerWeapRange
                //less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
                //then start attacking
                float speed1 = cls.getSpeed(actor);
                float speed2 = mTarget.getClass().getSpeed(mTarget);
                if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0
                        && mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
                    speed2 = 0;

                float s1 = distBetween - weapRange;
                float t = s1/speed1;
                float s2 = speed2 * t;
                float t_swing = 0.17f/weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
                if (t + s2/speed1 <= t_swing)
                {
                    mReadyToAttack = true;
                    if(mTimerAttack <= -attackPeriod)
                    {
                        mTimerAttack = 0.3f*static_cast<float>(rand())/RAND_MAX;
                        mStrike = true;
                    }
                }
            }
        }

        actor.getClass().getMovementSettings(actor) = mMovement;

        return false;
    }
Пример #6
0
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;
}
Пример #7
0
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;
}
Пример #8
0
    bool AiTravel::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, false);

        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;
            }
        }

        bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY;
        if(!mPathFinder.isPathConstructed() || cellChange)
        {
            mCellX = cell->mData.mX;
            mCellY = cell->mData.mY;

            ESM::Pathgrid::Point dest;
            dest.mX = mX;
            dest.mY = mY;
            dest.mZ = mZ;

            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(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
        {
            movement.mPosition[1] = 0;
            return true;
        }

        zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
        movement.mPosition[1] = 1;

        return false;
    }
Пример #9
0
bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
{
    const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow

    if(target == MWWorld::Ptr()) return true;   //Target doesn't exist

    mTimer = mTimer + duration; //Update timer
    mStuckTimer = mStuckTimer + duration;   //Update stuck timer
    mTotalTime = mTotalTime + duration; //Update total time following

    ESM::Position pos = actor.getRefData().getPosition(); //position of the actor

    if(!mAlwaysFollow) //Update if you only follow for a bit
    {
        if(mTotalTime > mDuration && mDuration != 0) //Check if we've run out of time
            return true;

        if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
            (pos.pos[1]-mY)*(pos.pos[1]-mY) +
            (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) //Close-ish to final position
        {
            if(actor.getCell()->isExterior()) //Outside?
            {
                if(mCellId == "") //No cell to travel to
                    return true;
            }
            else
            {
                if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to
                    return true;
            }
        }
    }

    //Set the target desition from the actor
    ESM::Pathgrid::Point dest;
    dest.mX = target.getRefData().getPosition().pos[0];
    dest.mY = target.getRefData().getPosition().pos[1];
    dest.mZ = target.getRefData().getPosition().pos[2];

    //Current position, for pathfilding stuff
    ESM::Pathgrid::Point start;
    start.mX = pos.pos[0];
    start.mY = pos.pos[1];
    start.mZ = pos.pos[2];

    //Build the path to get to the destination
    if(mPathFinder.getPath().empty())
        mPathFinder.buildPath(start, dest, actor.getCell(), true);

    //***********************
    // Checks if you can't get to the end position at all
    //***********************
    if(mTimer > 0.25)
    {
        if(!mPathFinder.getPath().empty()) //Path has points in it
        {
            ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path

            if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX)
                +(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY)
                +(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ)
            > 100*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; you're stuck
    //************************
    if(mStuckTimer>0.5) //Checks every half of a second
    {
        if((mStuckPos.pos[0] - pos.pos[0])*(mStuckPos.pos[0] - pos.pos[0])
            +(mStuckPos.pos[1] - pos.pos[1])*(mStuckPos.pos[1] - pos.pos[1])
            +(mStuckPos.pos[2] - pos.pos[2])*(mStuckPos.pos[2] - pos.pos[2]) < 100) //NPC is stuck
            mPathFinder.buildPath(start, dest, actor.getCell(), true);

        mStuckTimer = 0;
        mStuckPos = pos;
    }

    //Checks if the path isn't over, turn tomards the direction that you're going
    if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
    {
        zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
    }

    if((dest.mX - pos.pos[0])*(dest.mX - pos.pos[0])+(dest.mY - pos.pos[1])*(dest.mY - pos.pos[1])+(dest.mZ - pos.pos[2])*(dest.mZ - pos.pos[2])
        < 100*100)
        actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
    else
        actor.getClass().getMovementSettings(actor).mPosition[1] = 1;

    //Check if you're far away
    if((dest.mX - start.mX)*(dest.mX - start.mX)
                +(dest.mY - start.mY)*(dest.mY - start.mY)
                +(dest.mZ - start.mZ)*(dest.mZ - start.mZ) > 1000*1000)
        actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
    else if((dest.mX - start.mX)*(dest.mX - start.mX) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
                +(dest.mY - start.mY)*(dest.mY - start.mY)
                +(dest.mZ - start.mZ)*(dest.mZ - start.mZ) < 800*800)
        actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk

    return false;
}
Пример #10
0
    bool AiEscort::execute (const MWWorld::Ptr& actor,float duration)
    {
        // If AiEscort has ran for as long or longer then the duration specified
        // and the duration is not infinite, the package is complete.
        if(mDuration != 0)
        {
            MWWorld::TimeStamp current = MWBase::Environment::get().getWorld()->getTimeStamp();
            unsigned int currentSecond = ((current.getHour() - int(current.getHour())) * 100);
            if(currentSecond - mStartingSecond >= mDuration)
                return true;
        }

        MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
        ESM::Position pos = actor.getRefData().getPosition();
        bool cellChange = actor.getCell()->mCell->mData.mX != mCellX || actor.getCell()->mCell->mData.mY != mCellY;

        if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
        {
            int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
            // Check if actor is near the border of an inactive cell. If so, pause walking.
            if(sideX * (pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE /
                2.0 - 200)) 
            {
                MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
                return false;
            }
        }
        if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
        {
            int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
            // Check if actor is near the border of an inactive cell. If so, pause walking.
            if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE /
                2.0 - 200)) 
            {
                MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
                return false;
            }
        }


        if(!mPathFinder.isPathConstructed() || cellChange)
        {
            mCellX = actor.getCell()->mCell->mData.mX;
            mCellY = actor.getCell()->mCell->mData.mY;

            ESM::Pathgrid::Point dest;
            dest.mX = mX;
            dest.mY = mY;
            dest.mZ = mZ;

            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(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
        {
            MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
            return true;
        }

        const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
        const float* const leaderPos = actor.getRefData().getPosition().pos;
        const float* const followerPos = follower.getRefData().getPosition().pos;
        double differenceBetween[3];

        for (short counter = 0; counter < 3; counter++)
            differenceBetween[counter] = (leaderPos[counter] - followerPos[counter]);

        float distanceBetweenResult =
            (differenceBetween[0] * differenceBetween[0]) + (differenceBetween[1] * differenceBetween[1]) + (differenceBetween[2] *
                differenceBetween[2]);

        if(distanceBetweenResult <= mMaxDist * mMaxDist)
        {
            float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
            zTurn(actor, Ogre::Degree(zAngle));
            MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
            mMaxDist = 470;
        }
        else
        {
            // Stop moving if the player is to far away
            MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1);
            MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
            mMaxDist = 330;
        }

        return false;
    }
Пример #11
0
void hummingBird::TurnRight(float amount)
{
	zTurn(-amount);
}
Пример #12
0
void hummingBird::TurnLeft(float amount)
{
	zTurn(amount);
}
Пример #13
0
    /*
     * Current AiCombat movement states (as of 0.29.0), ignoring the details of the
     * attack states such as CombatMove, Strike and ReadyToAttack:
     *
     *    +----(within strike range)----->attack--(beyond strike range)-->follow
     *    |                                 | ^                            | |
     *    |                                 | |                            | |
     *  pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
     *    ^                                                                  |
     *    |                                                                  |
     *    +-------------------------(beyond follow range)--------------------+
     *
     *
     * Below diagram is high level only, the code detail is a little different
     * (but including those detail will just complicate the diagram w/o adding much)
     *
     *    +----------(same)-------------->attack---------(same)---------->follow
     *    |                                 |^^                            |||
     *    |                                 |||                            |||
     *    |       +--(same)-----------------+|+----------(same)------------+||
     *    |       |                          |                              ||
     *    |       |                          | (in range)                   ||
     *    |   <---+         (too far)        |                              ||
     *  pursue<-------------------------[door open]<-----+                  ||
     *    ^^^                                            |                  ||
     *    |||                                            |                  ||
     *    ||+----------evade-----+                       |                  ||
     *    ||                     |    [closed door]      |                  ||
     *    |+----> maybe stuck, check --------------> back up, check door    ||
     *    |         ^   |   ^                          |   ^                ||
     *    |         |   |   |                          |   |                ||
     *    |         |   +---+                          +---+                ||
     *    |         +-------------------------------------------------------+|
     *    |                                                                  |
     *    +---------------------------(same)---------------------------------+
     *
     * FIXME:
     *
     * The new scheme is way too complicated, should really be implemented as a
     * proper state machine.
     *
     * TODO:
     *
     * Use the Observer Pattern to co-ordinate attacks, provide intelligence on
     * whether the target was hit, etc.
     */
    bool AiCombat::execute (const MWWorld::Ptr& actor, AiState& state, float duration)
    {
        // get or create temporary storage
        AiCombatStorage& storage = state.get<AiCombatStorage>();
        

        
        //General description
        if(actor.getClass().getCreatureStats(actor).isDead())
            return true;

        MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
        if (target.isEmpty())
            return false;

        if(!target.getRefData().getCount() || !target.getRefData().isEnabled()  // Really we should be checking whether the target is currently registered
                                                                                // with the MechanicsManager
                || target.getClass().getCreatureStats(target).isDead())
            return true;

        const MWWorld::Class& actorClass = actor.getClass();
        MWBase::World* world = MWBase::Environment::get().getWorld();


        //Update every frame
        bool& combatMove = storage.mCombatMove;
        float& timerCombatMove = storage.mTimerCombatMove; 
        MWMechanics::Movement& movement = storage.mMovement;
        if(combatMove)
        {
            timerCombatMove -= duration;
            if( timerCombatMove <= 0)
            {
                timerCombatMove = 0;
                movement.mPosition[1] = movement.mPosition[0] = 0;
                combatMove = false;
            }
        }

        actorClass.getMovementSettings(actor) = movement;
        actorClass.getMovementSettings(actor).mRotation[0] = 0;
        actorClass.getMovementSettings(actor).mRotation[2] = 0;

        if(movement.mRotation[2] != 0)
        {
            if(zTurn(actor, Ogre::Degree(movement.mRotation[2]))) movement.mRotation[2] = 0;
        }

        if(movement.mRotation[0] != 0)
        {
            if(smoothTurn(actor, Ogre::Degree(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
        }

        //TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
        float attacksPeriod = 1.0f;

        ESM::Weapon::AttackType attackType;


        
        
        bool& attack = storage.mAttack;
        bool& readyToAttack = storage.mReadyToAttack;
        float& timerAttack = storage.mTimerAttack;
        
        bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised;
        float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration;
        
        if(readyToAttack)
        {
            if (!minMaxAttackDurationInitialised)
            {
                // TODO: this must be updated when a different weapon is equipped
                getMinMaxAttackDuration(actor, minMaxAttackDuration);
                minMaxAttackDurationInitialised = true;
            }

            if (timerAttack < 0) attack = false;

            timerAttack -= duration;
        }
        else
        {
            timerAttack = -attacksPeriod;
            attack = false;
        }

        actorClass.getCreatureStats(actor).setAttackingOrSpell(attack);


        float& actionCooldown = storage.mActionCooldown;
        actionCooldown -= duration;
        
        float& timerReact = storage.mTimerReact;
        float tReaction = 0.25f;
        if(timerReact < tReaction)
        {
            timerReact += duration;
            return false;
        }

        //Update with period = tReaction

        // Stop attacking if target is not seen
        if (target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
                || target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude() > 75)
        {
            movement.mPosition[1] = movement.mPosition[0] = 0;
            return false; // TODO: run away instead of doing nothing
        }

        timerReact = 0;
        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(actor);
        if (!anim) // shouldn't happen
            return false;

        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        if (actionCooldown > 0)
            return false;

        float rangeAttack = 0;
        float rangeFollow = 0;
        boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
        if (anim->upperBodyReady())
        {
            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
        if (actorClass.hasInventoryStore(actor))
        {
            // TODO: Check equipped weapon and equip a different one if we can't attack with it
            // (e.g. no ammunition, or wrong type of ammunition equipped, etc. autoEquip is not very smart in this regard))

            //Get weapon speed and 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);
            weapRange = 150.f;
        }

        
        float& strength = storage.mStrength;      
        // start new attack
        if(readyToAttack)
        {
            if(timerAttack <= -attacksPeriod)
            {
                attack = true; // attack starts just now

                if (!distantCombat) attackType = chooseBestAttack(weapon, movement);
                else attackType = ESM::Weapon::AT_Chop; // cause it's =0

                strength = OEngine::Misc::Rng::rollClosedProbability();

                // Note: may be 0 for some animations
                timerAttack = minMaxAttackDuration[attackType][0] + 
                    (minMaxAttackDuration[attackType][1] - minMaxAttackDuration[attackType][0]) * strength;

                //say a provoking combat phrase
                if (actor.getClass().isNpc())
                {
                    const MWWorld::ESMStore &store = world->getStore();
                    int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
                    if (OEngine::Misc::Rng::roll0to99() < chance)
                    {
                        MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
                    }
                }
            }
        }


        /*
         * 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();
        Ogre::Vector3 vActorPos(pos.pos);
        Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
        Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
        float distToTarget = vDirToTarget.length();
        
        Ogre::Vector3& 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)) * tReaction / 2)
            isStuck = true;

        lastActorPos = vActorPos;

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

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

        // 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?
            movement.mPosition[0] = 0;
            movement.mPosition[1] = 0;
            movement.mPosition[2] = 0;
            readyToAttack = false;
            actorClass.getCreatureStats(actor).setAttackingOrSpell(false);
            return false;
        }

        // (within attack dist) || (not quite attack dist while following)
        if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
        {
            //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)
            {
                Ogre::Vector3& lastTargetPos = storage.mLastTargetPos;
                Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength);
                lastTargetPos = vTargetPos;
                movement.mRotation[0] = getXAngleToDir(vAimDir);
                movement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
                movement.mRotation[2] = getZAngleToDir(vDirToTarget);
            }

            // (not quite attack dist while following)
            if (followTarget && distToTarget > rangeAttack)
            {
                //Close-up combat: just run up on target
                movement.mPosition[1] = 1;
            }
            else // (within attack dist)
            {
                if(movement.mPosition[0] || movement.mPosition[1])
                {
                    timerCombatMove = 0.1f + 0.1f * OEngine::Misc::Rng::rollClosedProbability();
                    combatMove = true;
                }
                // only NPCs are smart enough to use dodge movements
                else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
                {
                    //apply sideway movement (kind of dodging) with some probability
                    if (OEngine::Misc::Rng::rollClosedProbability() < 0.25)
                    {
                        movement.mPosition[0] = OEngine::Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
                        timerCombatMove = 0.05f + 0.15f * OEngine::Misc::Rng::rollClosedProbability();
                        combatMove = true;
                    }
                }

                if(distantCombat && distToTarget < rangeAttack/4)
                {
                    movement.mPosition[1] = -1;
                }

                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 || (Ogre::Vector3(shortcutFailPos.pos) - 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 = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability
				preferShortcut = checkWayIsClear(vActorPos, vTargetPos, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
            }

            // don't use pathgrid when actor can move in 3 dimensions
            if(canMoveByZ) preferShortcut = true;

            if(preferShortcut)
            {
                if (canMoveByZ)
                    movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
                movement.mRotation[2] = getZAngleToDir(vDirToTarget);
                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); //may fail to build a path, check before use

                //delete visited path node
                mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1]);

                // This works on the borders between the path grid and areas with no waypoints.
                if(inLOS && mPathFinder.getPath().size() > 1)
                {
                    // get point just before target
                    std::list<ESM::Pathgrid::Point>::const_iterator pntIter = --mPathFinder.getPath().end();
                    --pntIter;
                    Ogre::Vector3 vBeforeTarget(PathFinder::MakeOgreVector3(*pntIter));

                    // if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
                    if(distToTarget <= (vTargetPos - vBeforeTarget).length())
                    {
                        movement.mRotation[2] = getZAngleToDir(vDirToTarget);
                        preferShortcut = true;
                    }
                }

                // if there is no new path, then go straight on target
                if(!preferShortcut)
                {
                    if(!mPathFinder.getPath().empty())
                        movement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
                    else
                        movement.mRotation[2] = getZAngleToDir(vDirToTarget);
                }
            }

            movement.mPosition[1] = 1;
            if (readyToAttack)
            {
                // to stop possible sideway moving after target moved out of attack range
                combatMove = true;
                timerCombatMove = 0;
            }
            readyToAttack = false;
        }

        if(!isStuck && distToTarget > rangeAttack && !distantCombat)
        {
            //special run attack; it shouldn't affect melee combat tactics
            if(actorClass.getMovementSettings(actor).mPosition[1] == 1)
            {
                /*  check if actor can overcome the distance = distToTarget - attackerWeapRange
                    less than in time of swinging with weapon (t_swing), then start attacking 
                */
                float speed1 = actorClass.getSpeed(actor);
                float speed2 = target.getClass().getSpeed(target);
                if(target.getClass().getMovementSettings(target).mPosition[0] == 0
                        && target.getClass().getMovementSettings(target).mPosition[1] == 0)
                    speed2 = 0;

                float s1 = distToTarget - weapRange;
                float t = s1/speed1;
                float s2 = speed2 * t;
                float t_swing = 
                    minMaxAttackDuration[ESM::Weapon::AT_Thrust][0] + 
                    (minMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - minMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * OEngine::Misc::Rng::rollClosedProbability();

                if (t + s2/speed1 <= t_swing)
                {
                    readyToAttack = true;
                    if(timerAttack <= -attacksPeriod)
                    {
                        timerAttack = t_swing;
                        attack = true;
                    }
                }
            }
        }

        // NOTE: This section gets updated every tReaction, which is currently hard
        //       coded at 250ms or 1/4 second
        //
        // TODO: Add a parameter to vary DURATION_SAME_SPOT?
        if((distToTarget > rangeAttack || followTarget) &&
            mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
        {
            // probably walking into another NPC TODO: untested in combat situation
            // TODO: diagonal should have same animation as walk forward
            //       but doesn't seem to do that?
            actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
            actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
            // change the angle a bit, too
            if(mPathFinder.isPathConstructed())
                zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));

            if(followTarget)
                followTarget = false;
            // FIXME: can fool actors to stay behind doors, etc.
            // Related to Bug#1102 and to some degree #1155 as well
        }

        return false;
    }
Пример #14
0
bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
    MWWorld::Ptr target = getTarget();

    if (target.isEmpty() || !target.getRefData().getCount() || !target.getRefData().isEnabled()  // Really we should be checking whether the target is currently registered
                                                                                                 // with the MechanicsManager
            )
        return false; // Target is not here right now, wait for it to return

    actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);

    AiFollowStorage& storage = state.get<AiFollowStorage>();

    // AiFollow requires the target to be in range and within sight for the initial activation
    if (!mActive)
    {
        storage.mTimer -= duration;

        if (storage.mTimer < 0)
        {
            if ((actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length2()
                    < 500*500
                    && MWBase::Environment::get().getWorld()->getLOS(actor, target))
                mActive = true;
            storage.mTimer = 0.5f;
        }
    }
    if (!mActive)
        return false;

    ESM::Position pos = actor.getRefData().getPosition(); //position of the actor

    float followDistance = 180;
    // When there are multiple actors following the same target, they form a group with each group member at 180*(i+1) distance to the target
    int i=0;
    std::list<int> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowingIndices(target);
    followers.sort();
    for (std::list<int>::iterator it = followers.begin(); it != followers.end(); ++it)
    {
        if (*it == mFollowIndex)
            followDistance *= (i+1);
        ++i;
    }

    if(!mAlwaysFollow) //Update if you only follow for a bit
    {
         //Check if we've run out of time
        if (mRemainingDuration != 0)
        {
            mRemainingDuration -= duration;
            if (duration <= 0)
                return true;
        }

        if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
            (pos.pos[1]-mY)*(pos.pos[1]-mY) +
            (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < followDistance*followDistance) //Close-ish to final position
        {
            if(actor.getCell()->isExterior()) //Outside?
            {
                if(mCellId == "") //No cell to travel to
                    return true;
            }
            else
            {
                if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to
                    return true;
            }
        }
    }

    //Set the target destination from the actor
    ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;

    float dist = distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]);
    const float threshold = 10;

    if (storage.mMoving)  //Stop when you get close
        storage.mMoving = (dist > followDistance);
    else
        storage.mMoving = (dist > followDistance + threshold);

    if(!storage.mMoving)
    {
        actor.getClass().getMovementSettings(actor).mPosition[1] = 0;

        // turn towards target anyway
        float directionX = target.getRefData().getPosition().pos[0] - actor.getRefData().getPosition().pos[0];
        float directionY = target.getRefData().getPosition().pos[1] - actor.getRefData().getPosition().pos[1];
        zTurn(actor, std::atan2(directionX,directionY), osg::DegreesToRadians(5.f));
    }
    else
    {
        pathTo(actor, dest, duration); //Go to the destination
    }

    //Check if you're far away
    if(dist > 450)
        actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
    else if(dist  < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
        actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk

    return false;
}
Пример #15
0
bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
{
    const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);

    mTimer = mTimer + duration;
    mStuckTimer = mStuckTimer + duration;
    mTotalTime = mTotalTime + duration;

    ESM::Position pos = actor.getRefData().getPosition();

    if(mTotalTime > mDuration && mDuration != 0)
        return true;

    if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
        (pos.pos[1]-mY)*(pos.pos[1]-mY) +
        (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) 
    {
        if(actor.getCell()->isExterior())
        {
            if(mCellId == "") 
                return true;
        }
        else
        {
            if(mCellId == actor.getCell()->mCell->mName)
                return true;
        }
    }

    ESM::Pathgrid::Point dest;
    dest.mX = target.getRefData().getPosition().pos[0];
    dest.mY = target.getRefData().getPosition().pos[1];
    dest.mZ = target.getRefData().getPosition().pos[2];

    ESM::Pathgrid::Point start;
    start.mX = pos.pos[0];
    start.mY = pos.pos[1];
    start.mZ = pos.pos[2];

    if(mPathFinder.getPath().empty())
        mPathFinder.buildPath(start, dest, actor.getCell(), true);


    if(mTimer > 0.25)
    {
        if(!mPathFinder.getPath().empty())
        {
            ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back();

            if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX) 
                +(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY)
                +(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ)
            > 100*100)
                mPathFinder.addPointToPath(dest);
        }

        mTimer = 0;
    }

    if(mStuckTimer>0.5)
    {
        if((mStuckPos.pos[0] - pos.pos[0])*(mStuckPos.pos[0] - pos.pos[0])
            +(mStuckPos.pos[1] - pos.pos[1])*(mStuckPos.pos[1] - pos.pos[1])
            +(mStuckPos.pos[2] - pos.pos[2])*(mStuckPos.pos[2] - pos.pos[2]) < 100) //NPC is stuck
            mPathFinder.buildPath(start, dest, actor.getCell(), true);

        mStuckTimer = 0;
        mStuckPos = pos;
    }

    if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
    {
        zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
    }

    if((dest.mX - pos.pos[0])*(dest.mX - pos.pos[0])+(dest.mY - pos.pos[1])*(dest.mY - pos.pos[1])+(dest.mZ - pos.pos[2])*(dest.mZ - pos.pos[2])
        < 100*100)
        actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
    else
        actor.getClass().getMovementSettings(actor).mPosition[1] = 1;

    return false;
}