forked from teamnwah/openmw-tes3coop
Merge remote-tracking branch 'gus/AIFix2'
This commit is contained in:
commit
c7f2cfeca0
4 changed files with 41 additions and 26 deletions
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@ -543,6 +543,8 @@ namespace MWMechanics
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ref.getPtr().getCellRef().mPos = ipos;
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// TODO: Add AI to follow player and fight for him
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AiFollow package(ptr.getRefData().getHandle());
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MWWorld::Class::get (ref.getPtr()).getCreatureStats (ref.getPtr()).getAiSequence().stack(package);
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// TODO: VFX_SummonStart, VFX_SummonEnd
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creatureStats.mSummonedCreatures.insert(std::make_pair(it->first,
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MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,ipos).getRefData().getHandle()));
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@ -49,7 +49,9 @@ bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
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}
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}
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MWWorld::Ptr target = world->getPtr(mObjectId,false);
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MWWorld::Ptr target = world->searchPtr(mObjectId,false);
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if(target == MWWorld::Ptr()) return true;
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ESM::Position targetPos = target.getRefData().getPosition();
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bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY;
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@ -1,28 +1,34 @@
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#include "aifollow.hpp"
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#include <iostream>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "movement.hpp"
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#include <OgreMath.h>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "movement.hpp"
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#include "steering.hpp"
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
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: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0)
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{
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}
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
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: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), mTimer(0), mStuckTimer(0)
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: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), mTimer(0), mStuckTimer(0)
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{
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}
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MWMechanics::AiFollow::AiFollow(const std::string &actorId)
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: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0)
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{
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}
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bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false);
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if(target == MWWorld::Ptr()) return true;
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mTimer = mTimer + duration;
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mStuckTimer = mStuckTimer + duration;
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@ -30,22 +36,25 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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ESM::Position pos = actor.getRefData().getPosition();
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if(mTotalTime > mDuration && mDuration != 0)
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return true;
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if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
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(pos.pos[1]-mY)*(pos.pos[1]-mY) +
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(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100)
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if(!mAlwaysFollow)
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{
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if(actor.getCell()->isExterior())
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if(mTotalTime > mDuration && mDuration != 0)
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return true;
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if((pos.pos[0]-mX)*(pos.pos[0]-mX) +
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(pos.pos[1]-mY)*(pos.pos[1]-mY) +
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(pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100)
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{
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if(mCellId == "")
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return true;
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}
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else
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{
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if(mCellId == actor.getCell()->getCell()->mName)
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return true;
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if(actor.getCell()->isExterior())
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{
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if(mCellId == "")
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return true;
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}
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else
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{
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if(mCellId == actor.getCell()->getCell()->mName)
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return true;
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}
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}
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}
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@ -69,7 +78,7 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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{
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ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back();
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if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX)
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if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX)
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+(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY)
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+(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ)
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> 100*100)
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@ -14,6 +14,7 @@ namespace MWMechanics
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public:
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AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
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AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
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AiFollow(const std::string &ActorId);
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virtual AiFollow *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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///< \return Package completed?
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@ -22,6 +23,7 @@ namespace MWMechanics
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std::string getFollowedActor();
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private:
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bool mAlwaysFollow; //this will make the actor always follow, thus ignoring mDuration and mX,mY,mZ (used for summoned creatures).
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float mDuration;
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float mX;
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float mY;
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