Merge remote-tracking branch 'dteviot/FixStuckDraft'

sceneinput
Marc Zinnschlag 9 years ago
commit 41191ea367

@ -458,28 +458,10 @@ namespace MWMechanics
followTarget = false;
buildNewPath(actor, target); //may fail to build a path, check before use
buildNewPath(actor, target);
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
// 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;
osg::Vec3f vBeforeTarget(PathFinder::MakeOsgVec3(*pntIter));
if(distToTarget <= (vTargetPos - vBeforeTarget).length())
{
mPathFinder.clearPath();
}
}
// if there is no new path, then go straight on target
if (!mPathFinder.isPathConstructed())
{
movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos));
}
// should always return a path (even if it's just go straight on target.)
assert(mPathFinder.isPathConstructed());
}
if (readyToAttack)

@ -15,6 +15,14 @@ namespace MWMechanics
static const float DURATION_SAME_SPOT = 1.0f;
static const float DURATION_TO_EVADE = 0.4f;
const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
{
{ 1.0f, 0.0f }, // move to side
{ 1.0f, -1.0f }, // move to side and backwards
{ -1.0f, 0.0f }, // move to other side
{ -1.0f, -1.0f } // move to side and backwards
};
// Proximity check function for interior doors. Given that most interior cells
// do not have many doors performance shouldn't be too much of an issue.
//
@ -69,7 +77,7 @@ namespace MWMechanics
, mStuckDuration(0)
, mEvadeDuration(0)
, mDistSameSpot(-1) // avoid calculating it each time
, mEvadeDirection(1.0f)
, mEvadeDirectionIndex(0)
{
}
@ -176,8 +184,8 @@ namespace MWMechanics
void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement)
{
actorMovement.mPosition[0] = mEvadeDirection;
actorMovement.mPosition[1] = 0;
actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0];
actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1];
}
void ObstacleCheck::chooseEvasionDirection(bool samePosition)
@ -185,7 +193,11 @@ namespace MWMechanics
// change direction if attempt didn't work
if (samePosition && (0 < mEvadeDuration))
{
mEvadeDirection = mEvadeDirection == 1.0f ? -1.0f : 1.0f;
++mEvadeDirectionIndex;
if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS)
{
mEvadeDirectionIndex = 0;
}
}
}

@ -13,6 +13,8 @@ namespace MWMechanics
/// NOTE: determined empirically based on in-game behaviour
static const float MIN_DIST_TO_DOOR_SQUARED = 128*128;
static const int NUM_EVADE_DIRECTIONS = 4;
/// tests actor's proximity to a closed door by default
bool proximityToDoor(const MWWorld::Ptr& actor,
float minSqr = MIN_DIST_TO_DOOR_SQUARED,
@ -47,6 +49,9 @@ namespace MWMechanics
float mPrevX;
float mPrevY;
// directions to try moving in when get stuck
static const float evadeDirections[NUM_EVADE_DIRECTIONS][2];
enum WalkState
{
State_Norm,
@ -58,7 +63,7 @@ namespace MWMechanics
float mStuckDuration; // accumulate time here while in same spot
float mEvadeDuration;
float mDistSameSpot; // take account of actor's speed
float mEvadeDirection;
int mEvadeDirectionIndex;
void chooseEvasionDirection(bool samePosition);
};

@ -215,6 +215,17 @@ namespace MWMechanics
endPointInLocalCoords,
startNode);
// if it's shorter for actor to travel from start to end, than to travel from either
// start or end to nearest pathgrid point, just travel from start to end.
float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
float endTolastNodeLength2 = distanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords);
float startTo1stNodeLength2 = distanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords);
if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2))
{
mPath.push_back(endPoint);
return;
}
// AiWander has logic that depends on whether a path was created,
// deleting allowed nodes if not. Hence a path needs to be created
// even if the start and the end points are the same.

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