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@ -4,6 +4,8 @@
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "movement.hpp"
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#include <OgreMath.h>
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MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
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: mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), mTimer(0), mStuckTimer(0)
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@ -53,6 +55,15 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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if(mPathFinder.getPath().empty())
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mPathFinder.buildPath(start, dest, actor.getCell(), true);
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if(mTimer > 0.25)
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{
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if(!mPathFinder.getPath().empty())
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@ -63,10 +74,8 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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+(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY)
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+(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ)
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> 100*100)
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mPathFinder.addPointToPath(dest);
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mPathFinder.addPointToPath(dest);
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}
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else
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mPathFinder.addPointToPath(dest);
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mTimer = 0;
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}
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@ -75,27 +84,20 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
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{
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if((mStuckPos.pos[0] - pos.pos[0])*(mStuckPos.pos[0] - pos.pos[0])
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+(mStuckPos.pos[1] - pos.pos[1])*(mStuckPos.pos[1] - pos.pos[1])
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+(mStuckPos.pos[2] - pos.pos[2])*(mStuckPos.pos[2] - pos.pos[2])
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< 100) //NPC is stuck
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{
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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+(mStuckPos.pos[2] - pos.pos[2])*(mStuckPos.pos[2] - pos.pos[2]) < 100) //NPC is stuck
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mPathFinder.buildPath(start, dest, actor.getCell(), true);
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}
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mStuckTimer = 0;
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mStuckPos = pos;
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}
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if(mPathFinder.getPath().empty())
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mPathFinder.addPointToPath(dest);
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if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
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{
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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//MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mRotation[2] = 10*(Ogre::Degree(zAngle).valueRadians()-pos.rot[2]);
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//std::cout << Ogre::Degree(zAngle).valueDegrees()-Ogre::Radian(actor.getRefData().getPosition().rot[2]).valueDegrees() << " "<< pos.rot[2] << " " << zAngle << "\n";
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//MWWorld::Class::get(actor).get
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}
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if((dest.mX - pos.pos[0])*(dest.mX - pos.pos[0])+(dest.mY - pos.pos[1])*(dest.mY - pos.pos[1])+(dest.mZ - pos.pos[2])*(dest.mZ - pos.pos[2])
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