Remove fix for #1317

Expanding the AiWander distance for path grid nodes causes bigger problems than it solved.
c++11
dteviot 10 years ago
parent 164994f3d3
commit 46a654286b

@ -719,36 +719,10 @@ namespace MWMechanics
mCurrentNode = mAllowedNodes[index];
mAllowedNodes.erase(mAllowedNodes.begin() + index);
}
// In vanilla Morrowind, sometimes distance is too small to include at least two points,
// in which case, we will take the two closest points regardless of the wander distance
// This is a backup option, as std::sort is potentially O(n^2) in time.
if (mAllowedNodes.empty())
{
// Start with list of PathGrid nodes, sorted by distance from actor
std::vector<PathDistance> nodeDistances;
for (unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
{
float distance = (npcPos - PathFinder::MakeOsgVec3(pathgrid->mPoints[counter])).length2();
nodeDistances.push_back(std::make_pair(distance, &pathgrid->mPoints.at(counter)));
}
std::sort(nodeDistances.begin(), nodeDistances.end(), sortByDistance);
// make closest node the current node
mCurrentNode = *nodeDistances[0].second;
// give Actor a 2nd node to walk to
mAllowedNodes.push_back(*nodeDistances[1].second);
}
mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
}
}
bool AiWander::sortByDistance(const PathDistance& left, const PathDistance& right)
{
return left.first < right.first;
}
void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());

@ -120,13 +120,6 @@ namespace MWMechanics
/// lookup table for converting idleSelect value to groupName
static const std::string sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1];
/// record distances of pathgrid point nodes to actor
/// first value is distance between actor and node, second value is PathGrid node
typedef std::pair<float, const ESM::Pathgrid::Point*> PathDistance;
/// used to sort array of PathDistance objects into ascending order
static bool sortByDistance(const PathDistance& left, const PathDistance& right);
};

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