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Fix idle animation and Fix water creature manual wandering

This commit is contained in:
Austin Salgat 2016-04-16 20:38:58 -05:00
parent 3dec10c686
commit e9157e9200
2 changed files with 14 additions and 4 deletions

View file

@ -16,7 +16,6 @@
#include "../mwworld/class.hpp" #include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp" #include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp" #include "../mwworld/cellstore.hpp"
#include "../mwworld/customdata.hpp"
#include "creaturestats.hpp" #include "creaturestats.hpp"
#include "steering.hpp" #include "steering.hpp"
@ -253,14 +252,16 @@ namespace MWMechanics
// Typically want to idle for a short time before the next wander // Typically want to idle for a short time before the next wander
if (Misc::Rng::rollDice(100) >= 96) { if (Misc::Rng::rollDice(100) >= 96) {
wanderNearStart(actor, storage, mDistance); wanderNearStart(actor, storage, mDistance);
} else {
storage.setState(Wander_IdleNow);
} }
} else if (mAllowedNodes.empty() && !storage.mIsWanderingManually) { } else if (mAllowedNodes.empty() && !storage.mIsWanderingManually) {
storage.mCanWanderAlongPathGrid = false; storage.mCanWanderAlongPathGrid = false;
} }
// If Wandering manually and hit an obstacle, stop // If Wandering manually and hit an obstacle, stop
if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration*10.0f, 2.5f)) { if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration, 2.0f)) {
stopWalking(actor, storage); completeManualWalking(actor, storage);
} }
// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles. // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
@ -293,6 +294,8 @@ namespace MWMechanics
setPathToAnAllowedNode(actor, storage, pos); setPathToAnAllowedNode(actor, storage, pos);
} }
} }
} else if (storage.mIsWanderingManually && storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE)) {
completeManualWalking(actor, storage);
} }
return false; // AiWander package not yet completed return false; // AiWander package not yet completed
@ -365,7 +368,7 @@ namespace MWMechanics
// Check if land creature will walk onto water or if water creature will swim onto land // Check if land creature will walk onto water or if water creature will swim onto land
if ((!isWaterCreature && !destinationIsAtWater(actor, destination)) || if ((!isWaterCreature && !destinationIsAtWater(actor, destination)) ||
(isWaterCreature && destinationThroughGround(currentPositionVec3f, destination))) { (isWaterCreature && !destinationThroughGround(currentPositionVec3f, destination))) {
storage.mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(), true); storage.mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(), true);
storage.mPathFinder.addPointToPath(destinationPosition); storage.mPathFinder.addPointToPath(destinationPosition);
storage.setState(Wander_Walking, true); storage.setState(Wander_Walking, true);
@ -392,6 +395,12 @@ namespace MWMechanics
destination.x(), destination.y(), destination.z()); destination.x(), destination.y(), destination.z());
} }
void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
stopWalking(actor, storage);
mObstacleCheck.clear();
storage.setState(Wander_IdleNow);
}
void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos) void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
{ {
switch (storage.mState) switch (storage.mState)

View file

@ -97,6 +97,7 @@ namespace MWMechanics
void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance); void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination); bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
bool destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination); bool destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination);
void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);
int mDistance; // how far the actor can wander from the spawn point int mDistance; // how far the actor can wander from the spawn point
int mDuration; int mDuration;