From 56869ec296b73666aa52af607b664bd358b166f0 Mon Sep 17 00:00:00 2001 From: elsid Date: Wed, 22 Sep 2021 22:12:22 +0000 Subject: [PATCH] Merge branch 'fix_6296' into 'master' Ignore time to destination when giving way (#6296) See merge request OpenMW/openmw!1234 (cherry picked from commit 14516b9fd603bf603ca2ae366bc0884106fd368c) 5893b884 Ignore time to destination when giving way (#6296) --- apps/openmw/mwmechanics/actors.cpp | 19 ++++++++++--------- 1 file changed, 10 insertions(+), 9 deletions(-) diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 87f462d6f..c9fa3309d 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1810,6 +1810,7 @@ namespace MWMechanics // Standing NPCs give way to moving ones if they are not in combat (or pursue) mode and either // follow player or have a AIWander package with non-empty wander area. bool shouldAvoidCollision = isMoving; + bool shouldGiveWay = false; bool shouldTurnToApproachingActor = !isMoving; MWWorld::Ptr currentTarget; // Combat or pursue target (NPCs should not avoid collision with their targets). const auto& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence(); @@ -1820,7 +1821,7 @@ namespace MWMechanics else if (package->getTypeId() == AiPackageTypeId::Wander && giveWayWhenIdle) { if (!static_cast(package.get())->isStationary()) - shouldAvoidCollision = true; + shouldGiveWay = true; } else if (package->getTypeId() == AiPackageTypeId::Combat || package->getTypeId() == AiPackageTypeId::Pursue) { @@ -1830,7 +1831,7 @@ namespace MWMechanics break; } } - if (!shouldAvoidCollision) + if (!shouldAvoidCollision && !shouldGiveWay) continue; osg::Vec2f baseSpeed = origMovement * maxSpeed; @@ -1839,14 +1840,14 @@ namespace MWMechanics osg::Vec3f halfExtents = world->getHalfExtents(ptr); float maxDistToCheck = isMoving ? maxDistForPartialAvoiding : maxDistForStrictAvoiding; - float timeToCollision = maxTimeToCheck; + float timeToCheck = maxTimeToCheck; + if (!shouldGiveWay && !aiSequence.isEmpty()) + timeToCheck = std::min(timeToCheck, getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents)); + + float timeToCollision = timeToCheck; osg::Vec2f movementCorrection(0, 0); float angleToApproachingActor = 0; - const float timeToDestination = aiSequence.isEmpty() - ? std::numeric_limits::max() - : getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents); - // Iterate through all other actors and predict collisions. for(PtrActorMap::iterator otherIter(mActors.begin()); otherIter != mActors.end(); ++otherIter) { @@ -1883,7 +1884,7 @@ namespace MWMechanics continue; // No solution; distance is always >= collisionDist. float t = (-vr - std::sqrt(Dh)) / v2; - if (t < 0 || t > timeToCollision || t > timeToDestination) + if (t < 0 || t > timeToCollision) continue; // Check visibility and awareness last as it's expensive. @@ -1903,7 +1904,7 @@ namespace MWMechanics movementCorrection.y() *= 0.5f; } - if (timeToCollision < maxTimeToCheck) + if (timeToCollision < timeToCheck) { // Try to evade the nearest collision. osg::Vec2f newMovement = origMovement + movementCorrection;