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	AiWander, use closest two points if distance is too small (Fixes #1317)
In AiWander, if wander distance is set too small to get two points, take the closest two points.
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					 2 changed files with 36 additions and 3 deletions
				
			
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					@ -686,7 +686,8 @@ namespace MWMechanics
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        // If there is no path this actor doesn't go anywhere. See:
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					        // If there is no path this actor doesn't go anywhere. See:
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        // https://forum.openmw.org/viewtopic.php?t=1556
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					        // https://forum.openmw.org/viewtopic.php?t=1556
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        // http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
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					        // http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
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        if(!pathgrid || pathgrid->mPoints.empty())
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					        // Note: In order to wander, need at least two points.
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					        if(!pathgrid || (pathgrid->mPoints.size() < 2))
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            mDistance = 0;
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					            mDistance = 0;
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        // A distance value passed into the constructor indicates how far the
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					        // A distance value passed into the constructor indicates how far the
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					@ -730,12 +731,37 @@ namespace MWMechanics
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                }
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					                }
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                mCurrentNode = mAllowedNodes[index];
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					                mCurrentNode = mAllowedNodes[index];
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                mAllowedNodes.erase(mAllowedNodes.begin() + index);
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					                mAllowedNodes.erase(mAllowedNodes.begin() + index);
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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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					            // 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.squaredDistance(PathFinder::MakeOgreVector3(pathgrid->mPoints[counter]));
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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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    }
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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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					    void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
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    {
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					    {
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        std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
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					        std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
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					@ -122,6 +122,13 @@ namespace MWMechanics
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            /// lookup table for converting idleSelect value to groupName
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					            /// lookup table for converting idleSelect value to groupName
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            static const std::string sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1];
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					            static const std::string sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1];
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					            /// record distances of pathgrid point nodes to actor
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					            /// first value is distance between actor and node, second value is PathGrid node
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					            typedef std::pair<float, const ESM::Pathgrid::Point*> PathDistance;
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					            /// used to sort array of PathDistance objects into ascending order
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					            static bool sortByDistance(const PathDistance& left, const PathDistance& right);
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    };
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					    };
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