forked from teamnwah/openmw-tes3coop
Finish AiTarget package, if destination is blocked by other actor
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2 changed files with 18 additions and 1 deletions
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@ -30,6 +30,7 @@
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Bug #4125: OpenMW logo cropped on bugtracker
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Bug #4215: OpenMW shows book text after last EOL tag
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Bug #4221: Characters get stuck in V-shaped terrain
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Bug #4230: AiTravel package issues break some Tribunal quests
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Bug #4251: Stationary NPCs do not return to their position after combat
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Bug #4274: Pre-0.43 death animations are not forward-compatible with 0.43+
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Bug #4286: Scripted animations can be interrupted
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@ -53,7 +53,23 @@ namespace MWMechanics
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if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), pos.asVec3()))
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return false;
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if (pathTo(actor, ESM::Pathgrid::Point(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ)), duration))
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// Unfortunately, with vanilla assets destination is sometimes blocked by other actor.
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// If we got close to target, check for actors nearby. If they are, finish AI package.
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int destinationTolerance = 64;
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ESM::Pathgrid::Point dest(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ));
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if (distance(pos.pos, dest) <= destinationTolerance)
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{
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std::vector<MWWorld::Ptr> targetActors;
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std::pair<MWWorld::Ptr, osg::Vec3f> result = MWBase::Environment::get().getWorld()->getHitContact(actor, destinationTolerance, targetActors);
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if (!result.first.isEmpty())
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return true;
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}
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}
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if (pathTo(actor, dest, duration))
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return true;
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