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aicombat pathfinding workaround
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parent
d780364842
commit
1bd2664cb0
2 changed files with 25 additions and 12 deletions
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@ -240,16 +240,20 @@ namespace MWMechanics
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//target is at far distance: build path to target OR follow target (if previously actor had reached it once)
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mFollowTarget = false;
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buildNewPath(actor);
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buildNewPath(actor); //not guaranteed, check before use
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//delete visited path node
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mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
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//try shortcut
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if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
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mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
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else
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mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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//if buildNewPath() failed leave mTargetAngle unchanged
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if(!mPathFinder.getPath().empty())
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{
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//try shortcut
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if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
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mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
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else
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mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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}
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mRotate = true;
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mMovement.mPosition[1] = 1;
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@ -300,9 +304,13 @@ namespace MWMechanics
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dest.mZ = mTarget.getRefData().getPosition().pos[2];
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Ogre::Vector3 newPathTarget = Ogre::Vector3(dest.mX, dest.mY, dest.mZ);
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ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
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Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
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float dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
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float dist = -1; //hack to indicate first time, to construct a new path
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if(!mPathFinder.getPath().empty())
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{
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ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
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Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
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dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
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}
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float targetPosThreshold;
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bool isOutside = actor.getCell()->mCell->isExterior();
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@ -311,7 +319,7 @@ namespace MWMechanics
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else
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targetPosThreshold = 100;
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if(dist > targetPosThreshold)
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if((dist < 0) || (dist > targetPosThreshold))
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{
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//construct new path only if target has moved away more than on <targetPosThreshold>
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ESM::Position pos = actor.getRefData().getPosition();
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@ -332,8 +340,11 @@ namespace MWMechanics
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//maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path,
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//not the actual path length. Here we should know if the new path is actually more effective.
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//if(pathFinder2.getPathSize() < mPathFinder.getPathSize())
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newPathFinder.syncStart(mPathFinder.getPath());
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mPathFinder = newPathFinder;
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if(!mPathFinder.getPath().empty())
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{
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newPathFinder.syncStart(mPathFinder.getPath());
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mPathFinder = newPathFinder;
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}
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}
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}
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}
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@ -391,6 +391,8 @@ namespace MWMechanics
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void PathFinder::syncStart(const std::list<ESM::Pathgrid::Point> &path)
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{
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if (path.size() < 2)
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return; //nothing to pop
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std::list<ESM::Pathgrid::Point>::const_iterator oldStart = path.begin();
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std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin();
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