cc9cii
2b544d550b
Fixed the rotation animation glitch.
2014-04-20 14:27:18 +10:00
cc9cii
000afa48b7
An attempt at making turning animation smoother. Copied some code from AiCombat for rotation.
2014-04-20 11:59:47 +10:00
cc9cii
3d26702f5e
Make idle actors face the player. Turning animation is not smooth.
2014-04-20 10:36:01 +10:00
cc9cii
9bd31b6236
Added reaction time and moved game setting variables init to the constructor.
2014-04-20 10:06:03 +10:00
cc9cii
3dfd08cf2d
Cleanup and little tweaking.
2014-04-20 08:31:02 +10:00
cc9cii
479a94b35d
Backing off closed doors working, needs cleanup and tweaking.
2014-04-20 08:14:54 +10:00
Marc Zinnschlag
7eb6a2e52d
Merge remote-tracking branch 'scrawl/alarm'
2014-04-18 16:19:28 +02:00
Marc Zinnschlag
34092f9f5d
Merge remote-tracking branch 'scrawl/master'
2014-04-18 15:08:30 +02:00
scrawl
b3916e7744
Crime: mark witnesses as alarmed.
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Fixes guard dialogue to properly detect if the player turned himself in.
2014-04-18 13:44:09 +02:00
scrawl
4625adfb7f
Fix typo in a condition.
2014-04-18 11:43:37 +02:00
cc9cii
7437647f70
Forgot to add a guard :-(
2014-04-18 16:45:31 +10:00
cc9cii
a0fc514df7
Suppress compiler warning.
2014-04-18 15:45:39 +10:00
cc9cii
c652cb1568
More cleaning up.
2014-04-18 15:19:22 +10:00
cc9cii
2447f0f4aa
Cleaned up logging statements.
2014-04-18 14:41:44 +10:00
cc9cii
aad13d315c
Fixed issue where allowed nodes were being erased. PathFinder was returning an empty path if the closest pathgrid point to the start was also the closest pathgrid point to the goal. Still need to clean up and remove logging statements.
2014-04-18 14:41:44 +10:00
cc9cii
d3be725ee7
Actors are moved on if idling near a closed interior door. Unreachable pathgrid points due to a closed door are removed from the allowed set of points.
2014-04-18 14:41:43 +10:00
cc9cii
1ceeeb4a22
Fix movement glitches for actors with low speeds (e.g. a rat). Was caused by false detection of being stuck.
2014-04-18 14:41:43 +10:00
Marc Zinnschlag
86e65944b8
Merge remote-tracking branch 'jeffreyhaines/master'
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Conflicts:
apps/openmw/CMakeLists.txt
2014-04-15 11:31:48 +02:00
Jeffrey Haines
e2fab228f9
Save state is handled correctly now.
2014-04-14 18:11:04 -04:00
Marc Zinnschlag
03b3487f1b
minor cleanup
2014-04-07 09:56:36 +02:00
Marc Zinnschlag
fafb7501e3
Merge remote-tracking branch 'cc9cii/PathFinder-split'
2014-04-07 09:48:15 +02:00
Marc Zinnschlag
c7f2cfeca0
Merge remote-tracking branch 'gus/AIFix2'
2014-04-06 15:13:30 +02:00
Jeffrey Haines
a274b48f2f
States are saved. Crime is reacted to.
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Issues where some crime is ignored. Needs a lot more work
2014-04-05 22:45:40 -04:00
Jeffrey Haines
940c88d2ec
Cleaned up code, implemented crime ids
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There is a problem with my game freezing. ToggleAi stops my character
2014-04-05 10:26:14 -04:00
Jeffrey Haines
df5cbe5dec
Minor changes
2014-04-04 08:10:35 -04:00
cc9cii
28f7c42fb7
One more comment fix.
2014-04-04 18:17:42 +11:00
cc9cii
f59226265a
Remove redundant parameter from aStarSearch. Also update some comments.
2014-04-04 18:10:06 +11:00
Jeffrey Haines
70919ba60a
Removed witnesses and minor changes
2014-04-03 16:13:14 -04:00
cc9cii
5cf8e7e933
Remove logging.
2014-04-04 06:16:26 +11:00
cc9cii
040d4f8fc4
Move PathgridGraph into separate files.
2014-04-04 06:13:47 +11:00
Jeffrey Haines
0c957a3cde
Added witnesses to the mix
2014-04-03 14:53:31 -04:00
cc9cii
a8b2eb1fe9
Make Travis happy.
2014-04-03 22:49:22 +11:00
cc9cii
325d0616bb
Cleanup debug statements.
2014-04-03 22:17:45 +11:00
cc9cii
98f77714ce
Per-cell pathgrid data and calculation moved off PathFinder. Now the edge cost calculations and strongly connected component searches are done only once per cell. Per-actor data and methods still remain with PathFinder.
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This version still has debugging statements and needs cleaning up.
2014-04-03 21:43:44 +11:00
Jeffrey Haines
b1abef7a38
Cleaned up code
2014-04-03 01:07:56 -04:00
Jeffrey Haines
58b135a2be
Crime is now checked every frame call
2014-04-03 00:50:09 -04:00
cc9cii
f597d3e88b
Use duration rather than frame counts. Stops false detection of being "stuck" with high frame rates (e.g. indoors).
2014-04-03 07:46:26 +11:00
Jeffrey Haines
6f1211dd8d
Moved mWitnesses into Player. resetCrime for paying fine.
2014-04-02 12:23:38 -04:00
Jeffrey Haines
7c0b51fb7e
Ai pursue now controls guards pursuit of crimes
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Should extend AiActivate in the future
2014-04-02 00:18:22 -04:00
Jeffrey Haines
50dac98a2b
Feature 1154 & 73: Crime and NPC reactions
2014-04-01 20:24:25 -04:00
Jeffrey Haines
4037f3705e
Feature 1154 & 73: NPCs react to crime
2014-04-01 14:15:55 -04:00
megaton
50af9bc0d3
General perfomance optimizations.
2014-03-30 19:45:27 +04:00
Jeffrey Haines
8ce938c6f1
Revert 6b28c06..98fd381
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This rolls back to commit 6b28c06b2c
.
2014-03-29 22:26:53 -04:00
Jeffrey Haines
98fd381564
Feature #1154 Not all NPCs get aggressive when one is attacked
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Compiling fix
2014-03-29 21:25:20 -04:00
Jeffrey Haines
6c866deb1b
Feature #1154 Not all NPCs get aggressive when one is attacked
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Partially implemented
2014-03-29 21:23:34 -04:00
gus
d9ea7107b7
compile fix.
2014-03-29 18:36:32 +01:00
gus
bee057346b
Merge branch 'master' of https://github.com/OpenMW/openmw.git into AIFix2
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Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-03-29 18:05:56 +01:00
Marc Zinnschlag
c7b969821f
silenced a warning
2014-03-29 11:11:43 +01:00
cc9cii
ebb1813b9b
Minor comment clarification.
2014-03-29 20:17:04 +11:00
cc9cii
07fd801d94
My previous analysis of the pathfinding issue was incorrect. It was in fact caused due to some of the pathgrid points being unreachable. Instead of returning an empty path in such a scenario, incorrect path + requested destination were being returned. There was also a defect where past cost was being used for selecting open points.
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There is still an unresolved issue where mGraph and mSCComp are being rebuilt unnecessarily. The check mCell != cell in buildPath() is being triggered frequently. Not sure why.
2014-03-29 19:35:52 +11:00