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@ -30,6 +30,10 @@ namespace MWMechanics
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, mStuckCount(0) // TODO: maybe no longer needed
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, mDoorCheckDuration(0)
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, mTrimCurrentNode(false)
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, mReaction(0)
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, mGreetDistanceMultiplier(0)
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, mGreetDistanceReset(0)
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, mChance(0)
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, mSaidGreeting(false)
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{
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for(unsigned short counter = 0; counter < mIdle.size(); counter++)
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@ -47,8 +51,15 @@ namespace MWMechanics
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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mPlayedIdle = 0;
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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mIdleChanceMultiplier =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fIdleChanceMultiplier")->getFloat();
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store.get<ESM::GameSetting>().find("fIdleChanceMultiplier")->getFloat();
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mGreetDistanceMultiplier =
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store.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
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mGreetDistanceReset =
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store.get<ESM::GameSetting>().find("fGreetDistanceReset")->getFloat();
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mChance = store.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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mStoredAvailableNodes = false;
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mChooseAction = true;
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@ -99,7 +110,7 @@ namespace MWMechanics
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* | player) |
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* +----------------------------------+
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*
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* TODO: non-time critical operations should be run once every 250ms or so.
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* NOTE: non-time critical operations are run once every 250ms or so.
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*
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* TODO: It would be great if door opening/closing can be detected and pathgrid
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* links dynamically updated. Currently (0.29.0) AiWander allows choosing a
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@ -128,6 +139,83 @@ namespace MWMechanics
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cStats.setDrawState(DrawState_Nothing);
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cStats.setMovementFlag(CreatureStats::Flag_Run, false);
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ESM::Position pos = actor.getRefData().getPosition();
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// Check if an idle actor is too close to a door - if so start walking
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mDoorCheckDuration += duration;
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if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
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{
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mDoorCheckDuration = 0; // restart timer
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if(mDistance && // actor is not intended to be stationary
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mIdleNow && // but is in idle
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!mWalking && // FIXME: some actors are idle while walking
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proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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mIdleNow = false;
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mMoveNow = true;
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mTrimCurrentNode = false; // just in case
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}
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}
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if(mWalking) // have not yet reached the destination
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{
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// turn towards the next point in mPath
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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// Returns true if evasive action needs to be taken
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if(mObstacleCheck.check(actor, duration))
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{
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// first check if we're walking into a door
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if(proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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// remove allowed points then select another random destination
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mTrimCurrentNode = true;
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trimAllowedNodes(mAllowedNodes, mPathFinder);
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mObstacleCheck.clear();
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mPathFinder.clearPath();
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mWalking = false;
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mMoveNow = true;
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}
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else // probably walking into another NPC
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{
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
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// change the angle a bit, too
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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}
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mStuckCount++; // TODO: maybe no longer needed
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}
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//#if 0
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// TODO: maybe no longer needed
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if(mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
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{
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//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
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mObstacleCheck.clear();
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stopWalking(actor);
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mMoveNow = false;
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mWalking = false;
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mChooseAction = true;
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}
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//#endif
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}
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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mReaction += duration;
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if(mReaction > 0.25f) // FIXME: hard coded constant
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{
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mReaction = 0;
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return false;
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}
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// NOTE: everything below get updated every mReaction
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MWBase::World *world = MWBase::Environment::get().getWorld();
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if(mDuration)
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{
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@ -155,8 +243,6 @@ namespace MWMechanics
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}
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}
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ESM::Position pos = actor.getRefData().getPosition();
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// Initialization to discover & store allowed node points for this actor.
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if(!mStoredAvailableNodes)
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{
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@ -270,50 +356,29 @@ namespace MWMechanics
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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if (hello > 0)
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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float chance = store.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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// Don't bother if the player is out of hearing range
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if (roll < chance && Ogre::Vector3(player.getRefData().getPosition().pos).distance(Ogre::Vector3(pos.pos)) < 1500)
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if (roll < mChance && Ogre::Vector3(player.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(pos.pos)) < 1500*1500)
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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}
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}
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// Check if an idle actor is too close to a door - if so start walking
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mDoorCheckDuration += duration;
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if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
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{
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mDoorCheckDuration = 0; // restart timer
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if(mDistance && // actor is not intended to be stationary
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mIdleNow && // but is in idle
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!mWalking && // FIXME: some actors are idle while walking
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proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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mIdleNow = false;
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mMoveNow = true;
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mTrimCurrentNode = false; // just in case
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}
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}
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// Allow interrupting a walking actor to trigger a greeting
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if(mIdleNow || (mWalking && !mObstacleCheck.isNormalState()))
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{
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// Play a random voice greeting if the player gets too close
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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float helloDistance = hello;
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int iGreetDistanceMultiplier = store.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
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helloDistance *= iGreetDistanceMultiplier;
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helloDistance *= mGreetDistanceMultiplier;
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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float playerDist = Ogre::Vector3(player.getRefData().getPosition().pos).distance(
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float playerDist = Ogre::Vector3(player.getRefData().getPosition().pos).squaredDistance(
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Ogre::Vector3(actor.getRefData().getPosition().pos));
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if(mWalking && playerDist <= helloDistance)
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if(mWalking && playerDist <= helloDistance*helloDistance)
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{
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stopWalking(actor);
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mMoveNow = false;
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@ -324,7 +389,7 @@ namespace MWMechanics
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if (!mSaidGreeting)
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{
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// TODO: check if actor is aware / has line of sight
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if (playerDist <= helloDistance
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if (playerDist <= helloDistance*helloDistance
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// Only play a greeting if the player is not moving
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&& Ogre::Vector3(player.getClass().getMovementSettings(player).mPosition).squaredLength() == 0)
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{
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@ -335,8 +400,7 @@ namespace MWMechanics
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}
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else
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{
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float fGreetDistanceReset = store.get<ESM::GameSetting>().find("fGreetDistanceReset")->getFloat();
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if (playerDist >= fGreetDistanceReset * iGreetDistanceMultiplier)
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if (playerDist >= mGreetDistanceReset*mGreetDistanceReset * mGreetDistanceMultiplier*mGreetDistanceMultiplier)
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mSaidGreeting = false;
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}
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@ -413,51 +477,6 @@ namespace MWMechanics
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mWalking = false;
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mChooseAction = true;
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}
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else if(mWalking) // have not yet reached the destination
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{
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// turn towards the next point in mPath
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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// Returns true if evasive action needs to be taken
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if(mObstacleCheck.check(actor, duration))
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{
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// first check if we're walking into a door
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if(proximityToDoor(actor)) // NOTE: checks interior cells only
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{
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// remove allowed points then select another random destination
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mTrimCurrentNode = true;
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trimAllowedNodes(mAllowedNodes, mPathFinder);
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mObstacleCheck.clear();
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mPathFinder.clearPath();
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mWalking = false;
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mMoveNow = true;
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}
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else // probably walking into another NPC
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{
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// TODO: diagonal should have same animation as walk forward
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// but doesn't seem to do that?
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actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
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// change the angle a bit, too
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
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}
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mStuckCount++; // TODO: maybe no longer needed
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}
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//#if 0
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// TODO: maybe no longer needed
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if(mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
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{
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//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
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mObstacleCheck.clear();
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stopWalking(actor);
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mMoveNow = false;
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mWalking = false;
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mChooseAction = true;
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}
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//#endif
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}
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return false; // AiWander package not yet completed
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}
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