Merge branch 'fix_find_path_freeze' into 'master'

Fix freezes in pathfinding (#5954)

See merge request OpenMW/openmw!740
pull/593/head
psi29a 4 years ago
commit fcb3fffb9a

@ -25,6 +25,14 @@
#include <osg/Quat>
namespace
{
float divOrMax(float dividend, float divisor)
{
return divisor == 0 ? std::numeric_limits<float>::max() * std::numeric_limits<float>::epsilon() : dividend / divisor;
}
}
MWMechanics::AiPackage::AiPackage(AiPackageTypeId typeId, const Options& options) :
mTypeId(typeId),
mOptions(options),
@ -416,14 +424,15 @@ DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::
const MWWorld::Class& actorClass = actor.getClass();
DetourNavigator::Flags result = DetourNavigator::Flag_none;
if (actorClass.isPureWaterCreature(actor)
|| (getTypeId() != AiPackageTypeId::Wander
&& ((allowToFollowOverWaterSurface && getTypeId() == AiPackageTypeId::Follow)
|| actorClass.canSwim(actor)
|| hasWaterWalking(actor))))
if ((actorClass.isPureWaterCreature(actor)
|| (getTypeId() != AiPackageTypeId::Wander
&& ((allowToFollowOverWaterSurface && getTypeId() == AiPackageTypeId::Follow)
|| actorClass.canSwim(actor)
|| hasWaterWalking(actor)))
) && actorClass.getSwimSpeed(actor) > 0)
result |= DetourNavigator::Flag_swim;
if (actorClass.canWalk(actor))
if (actorClass.canWalk(actor) && actor.getClass().getWalkSpeed(actor) > 0)
result |= DetourNavigator::Flag_walk;
if (actorClass.isBipedal(actor) && getTypeId() != AiPackageTypeId::Wander)
@ -439,15 +448,15 @@ DetourNavigator::AreaCosts MWMechanics::AiPackage::getAreaCosts(const MWWorld::P
const MWWorld::Class& actorClass = actor.getClass();
if (flags & DetourNavigator::Flag_swim)
costs.mWater = costs.mWater / actorClass.getSwimSpeed(actor);
costs.mWater = divOrMax(costs.mWater, actorClass.getSwimSpeed(actor));
if (flags & DetourNavigator::Flag_walk)
{
float walkCost;
if (getTypeId() == AiPackageTypeId::Wander)
walkCost = 1.0 / actorClass.getWalkSpeed(actor);
walkCost = divOrMax(1.0, actorClass.getWalkSpeed(actor));
else
walkCost = 1.0 / actorClass.getRunSpeed(actor);
walkCost = divOrMax(1.0, actorClass.getRunSpeed(actor));
costs.mDoor = costs.mDoor * walkCost;
costs.mPathgrid = costs.mPathgrid * walkCost;
costs.mGround = costs.mGround * walkCost;

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