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@ -267,6 +267,7 @@ namespace MWMechanics
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moveNow = false;
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walking = false;
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chooseAction = true;
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mStuckCount = 0;
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}
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//#endif
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}
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@ -410,7 +411,7 @@ namespace MWMechanics
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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// don't take shortcuts for wandering
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storage.mPathFinder.buildPath(start, dest, actor.getCell(), false);
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storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
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if(storage.mPathFinder.isPathConstructed())
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{
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@ -510,17 +511,10 @@ namespace MWMechanics
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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// don't take shortcuts for wandering
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storage.mPathFinder.buildPath(start, dest, actor.getCell(), false);
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storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
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if(storage.mPathFinder.isPathConstructed())
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{
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// buildPath inserts dest in case it is not a pathgraph point
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// index which is a duplicate for AiWander. However below code
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// does not work since getPath() returns a copy of path not a
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// reference
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//if(storage.mPathFinder.getPathSize() > 1)
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//storage.mPathFinder.getPath().pop_back();
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// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
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ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
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mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
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@ -726,36 +720,10 @@ namespace MWMechanics
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mCurrentNode = mAllowedNodes[index];
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mAllowedNodes.erase(mAllowedNodes.begin() + index);
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}
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// In vanilla Morrowind, sometimes distance is too small to include at least two points,
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// in which case, we will take the two closest points regardless of the wander distance
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// This is a backup option, as std::sort is potentially O(n^2) in time.
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if (mAllowedNodes.empty())
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{
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// Start with list of PathGrid nodes, sorted by distance from actor
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std::vector<PathDistance> nodeDistances;
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for (unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
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{
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float distance = (npcPos - PathFinder::MakeOsgVec3(pathgrid->mPoints[counter])).length2();
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nodeDistances.push_back(std::make_pair(distance, &pathgrid->mPoints.at(counter)));
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}
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std::sort(nodeDistances.begin(), nodeDistances.end(), sortByDistance);
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// make closest node the current node
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mCurrentNode = *nodeDistances[0].second;
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// give Actor a 2nd node to walk to
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mAllowedNodes.push_back(*nodeDistances[1].second);
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}
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mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
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}
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}
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bool AiWander::sortByDistance(const PathDistance& left, const PathDistance& right)
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{
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return left.first < right.first;
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}
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void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
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