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Merge remote-tracking branch 'dteviot/FixStuckDraft'
This commit is contained in:
commit
41191ea367
4 changed files with 36 additions and 26 deletions
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@ -458,28 +458,10 @@ namespace MWMechanics
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followTarget = false;
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buildNewPath(actor, target); //may fail to build a path, check before use
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buildNewPath(actor, target);
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// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
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// This works on the borders between the path grid and areas with no waypoints.
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if(inLOS && mPathFinder.getPath().size() > 1)
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{
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// get point just before target
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std::list<ESM::Pathgrid::Point>::const_iterator pntIter = --mPathFinder.getPath().end();
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--pntIter;
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osg::Vec3f vBeforeTarget(PathFinder::MakeOsgVec3(*pntIter));
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if(distToTarget <= (vTargetPos - vBeforeTarget).length())
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{
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mPathFinder.clearPath();
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}
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}
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// if there is no new path, then go straight on target
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if (!mPathFinder.isPathConstructed())
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{
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movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos));
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}
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// should always return a path (even if it's just go straight on target.)
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assert(mPathFinder.isPathConstructed());
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}
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if (readyToAttack)
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@ -15,6 +15,14 @@ namespace MWMechanics
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static const float DURATION_SAME_SPOT = 1.0f;
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static const float DURATION_TO_EVADE = 0.4f;
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const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
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{
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{ 1.0f, 0.0f }, // move to side
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{ 1.0f, -1.0f }, // move to side and backwards
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{ -1.0f, 0.0f }, // move to other side
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{ -1.0f, -1.0f } // move to side and backwards
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};
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// Proximity check function for interior doors. Given that most interior cells
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// do not have many doors performance shouldn't be too much of an issue.
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//
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@ -69,7 +77,7 @@ namespace MWMechanics
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, mStuckDuration(0)
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, mEvadeDuration(0)
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, mDistSameSpot(-1) // avoid calculating it each time
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, mEvadeDirection(1.0f)
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, mEvadeDirectionIndex(0)
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{
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}
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@ -176,8 +184,8 @@ namespace MWMechanics
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void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement)
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{
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actorMovement.mPosition[0] = mEvadeDirection;
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actorMovement.mPosition[1] = 0;
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actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0];
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actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1];
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}
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void ObstacleCheck::chooseEvasionDirection(bool samePosition)
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@ -185,7 +193,11 @@ namespace MWMechanics
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// change direction if attempt didn't work
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if (samePosition && (0 < mEvadeDuration))
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{
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mEvadeDirection = mEvadeDirection == 1.0f ? -1.0f : 1.0f;
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++mEvadeDirectionIndex;
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if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS)
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{
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mEvadeDirectionIndex = 0;
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}
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}
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}
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@ -13,6 +13,8 @@ namespace MWMechanics
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/// NOTE: determined empirically based on in-game behaviour
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static const float MIN_DIST_TO_DOOR_SQUARED = 128*128;
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static const int NUM_EVADE_DIRECTIONS = 4;
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/// tests actor's proximity to a closed door by default
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bool proximityToDoor(const MWWorld::Ptr& actor,
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float minSqr = MIN_DIST_TO_DOOR_SQUARED,
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@ -47,6 +49,9 @@ namespace MWMechanics
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float mPrevX;
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float mPrevY;
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// directions to try moving in when get stuck
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static const float evadeDirections[NUM_EVADE_DIRECTIONS][2];
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enum WalkState
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{
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State_Norm,
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@ -58,7 +63,7 @@ namespace MWMechanics
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float mStuckDuration; // accumulate time here while in same spot
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float mEvadeDuration;
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float mDistSameSpot; // take account of actor's speed
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float mEvadeDirection;
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int mEvadeDirectionIndex;
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void chooseEvasionDirection(bool samePosition);
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};
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@ -215,6 +215,17 @@ namespace MWMechanics
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endPointInLocalCoords,
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startNode);
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// if it's shorter for actor to travel from start to end, than to travel from either
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// start or end to nearest pathgrid point, just travel from start to end.
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float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
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float endTolastNodeLength2 = distanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords);
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float startTo1stNodeLength2 = distanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords);
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if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2))
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{
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mPath.push_back(endPoint);
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return;
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}
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// AiWander has logic that depends on whether a path was created,
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// deleting allowed nodes if not. Hence a path needs to be created
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// even if the start and the end points are the same.
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