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Merge remote-tracking branch 'mrcheko/master'
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commit
01c90a3434
2 changed files with 33 additions and 4 deletions
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@ -390,8 +390,11 @@ namespace MWMechanics
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bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
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|| world->isFlying(actor);
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// for distant combat we should know if target is in LOS even if distToTarget < rangeAttack
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bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
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// (within attack dist) || (not quite attack dist while following)
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if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) )
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if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck)))
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{
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//Melee and Close-up combat
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@ -450,7 +453,7 @@ namespace MWMechanics
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else // remote pathfinding
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{
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bool preferShortcut = false;
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bool inLOS = world->getLOS(actor, target);
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if (!distantCombat) inLOS = world->getLOS(actor, target);
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// check if shortcut is available
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if(inLOS && (!isStuck || mReadyToAttack)
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@ -853,8 +853,15 @@ namespace MWMechanics
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// Find all the actors within the alarm radius
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std::vector<MWWorld::Ptr> neighbors;
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mActors.getObjectsInRange(Ogre::Vector3(player.getRefData().getPosition().pos),
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esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt(), neighbors);
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Ogre::Vector3 from = Ogre::Vector3(player.getRefData().getPosition().pos);
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int radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt();
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mActors.getObjectsInRange(from, radius, neighbors);
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// victim should be considered even beyond alarm radius
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if (from.squaredDistance(Ogre::Vector3(victim.getRefData().getPosition().pos)) > radius*radius)
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neighbors.push_back(victim);
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int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
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@ -1024,8 +1031,27 @@ namespace MWMechanics
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{
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ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
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if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
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{
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ptr.getClass().getCreatureStats(ptr).setHostile(true);
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// if guard starts combat with player, guards pursuing player should do the same
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if (ptr.getClass().isClass(ptr, "Guard"))
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{
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for (Actors::PtrControllerMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
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{
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if (iter->first.getClass().isClass(iter->first, "Guard"))
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{
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MWMechanics::AiSequence& aiSeq = iter->first.getClass().getCreatureStats(iter->first).getAiSequence();
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if (aiSeq.getActivePackage()->getTypeId() == MWMechanics::AiPackage::TypeIdPursue)
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{
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aiSeq.stopPursuit();
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aiSeq.stack(MWMechanics::AiCombat(target), ptr);
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}
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}
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}
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}
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}
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// Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly
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if (ptr.getClass().isNpc())
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MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
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