Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
6 years ago
Andrei Kortunov
15fa47827b
AiCombat: Avoid jittering when aiming in melee
6 years ago
Andrei Kortunov
ee45f54b53
Refactor AiTemporaryStorage usage
7 years ago
Andrei Kortunov
fed10e87aa
Store integer actor ID in AI packages (bug #4036 )
7 years ago
Bret Curtis
d785344fad
purge all instances of <boost/shared_ptr.hpp>, clean up unused headers
8 years ago
Allofich
e10c4d8814
Stop combat between AI when canFight is false
8 years ago
Allofich
a6dae51d87
Require line of sight for AI attacks ( Fixes #3646 )
8 years ago
MiroslavR
5e46121046
Implement fleeing AI ( Closes #1118 )
8 years ago
mrcheko
612c7f1a2f
Revert "Revert "Merge pull request #993 from mrcheko/pathfinding""
...
This reverts commit 3732979eec
.
8 years ago
scrawl
3732979eec
Revert "Merge pull request #993 from mrcheko/pathfinding"
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This reverts commit 5190275b37
, reversing
changes made to d7845012bf
.
9 years ago
mrcheko
d2fe6fe857
Merge remote-tracking branch 'refs/remotes/origin/master' into pathfinding
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# Conflicts:
# apps/openmw/mwmechanics/aiactivate.cpp
# apps/openmw/mwmechanics/aicombat.cpp
# apps/openmw/mwmechanics/aicombat.hpp
# apps/openmw/mwmechanics/aifollow.cpp
# apps/openmw/mwmechanics/aipackage.cpp
# apps/openmw/mwmechanics/aipackage.hpp
# apps/openmw/mwmechanics/aiwander.cpp
# apps/openmw/mwmechanics/aiwander.hpp
9 years ago
Allofich
b1be3596dc
Cleanup of #include statements
9 years ago
scrawl
d3b76b7006
Don't stack Ai packages ( Fixes #3101 , Fixes #3080 , Fixes #2697 )
9 years ago
mrcheko
bcb1f4ed05
refactor AiCombat: remove all pathfinding code, adopt new version of
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AiPackage::pathTo;
fix couple of warnings;
9 years ago
dteviot
0feae19140
AiCombat use evadeObstacles() from AiPackage.
9 years ago
dteviot
038851420d
Removed unneeded temp variables.
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Corrected case of function names.
10 years ago
dteviot
04aee1fe20
extracted function reactionTimeActions().
10 years ago
dteviot
b3d5b47fea
extracted function UpdateActorsMovement().
10 years ago
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
10 years ago
scrawl
cad18969e3
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/aitravel.cpp
10 years ago
dteviot
cb8ca2f03a
Moved logic for building a Sync'ed path from AiCombat to PathFinding.
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Is now used by AiFollow, which should fix "running in circles" bug caused when recalc a path and closest way point is the one NPC has just passed.
10 years ago
scrawl
4bb3cbf0fb
Remove last remains of Ogre
10 years ago
terrorfisch
730abf6841
Moved all variables in temporary storage for AiCombat and some more for AiWander.
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+Buxfix for previous AiWander changes
10 years ago
terrorfisch
4c36c67fb8
Updated AiCombat:
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-moved everything except target to temporary storage
-removed the Pathfinder since present in baseclass
-cleaned some trigonometric mess
10 years ago
terrorfisch
0871d45790
Draft how to move temporary package state to CharacterController.
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Example for a few values shown in AiWander.
10 years ago
scrawl
0fe9612afb
Implement basic spellcasting AI ( Fixes #961 )
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Select a weapon to attack with in AiCombat and equip it (Fixes #1609 , Fixes #1772 )
10 years ago
scrawl
523c2715e3
AiCombat: Handle Start to Min and Min to Max durations of 0 (found in Riekling animation)
11 years ago
scrawl
fe5bbfce3c
Merge branch 'master' of https://github.com/OpenMW/openmw
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
11 years ago
scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
mrcheko
67abc60264
aiming to moving target in ranged combat ai
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1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
11 years ago
mrcheko
aa5647b45e
merge master, resolve conflicts
11 years ago
mrcheko
5be37f04ef
Feature 1314: make npc fight creatures
11 years ago
scrawl
0bc33fa86a
Revert "AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)"
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Apparently not working for AiCombat due to its higher getPriority(). What should we do here?
This reverts commit a6e1d7ffd6
.
11 years ago
scrawl
a6e1d7ffd6
AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)
11 years ago
scrawl
2e9985c1a3
Change all AI packages (except AiActivate) to use ActorIds
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More robust in case the target changes cell or there are multiple targets with the same RefId
11 years ago
Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
11 years ago
mrcheko
22cdb166f2
warning fix, vars renaming
11 years ago
mrcheko
6a3dddfb9a
merge master
11 years ago
mrcheko
f3626adc86
remake of z-moving in combat for flying/swimming enemies
11 years ago
mrcheko
f811abb752
pathgrid shortcutting extended
11 years ago
cc9cii
3dfd08cf2d
Cleanup and little tweaking.
11 years ago
cc9cii
479a94b35d
Backing off closed doors working, needs cleanup and tweaking.
11 years ago
scrawl
39d86a9468
Improvements to smooth NPC steering
11 years ago
mrcheko
339399f8b1
bug fix/logic fix/future suggestion
11 years ago
mrcheko
46a4790cb1
final warnings removal
11 years ago
mrcheko
f2ad1c18f2
fix merging problem/some logic fixes
11 years ago
mrcheko
d5f794d4fb
update to combat ai behaviour
11 years ago
Sergey Shambir
5c7e39a92f
Implemented script commands StartCombat, StopCombat, GetTarget.
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Also renamed one field of AIWander class because it's not longer
unknown.
11 years ago
gus
4559e932ae
AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
11 years ago
gus
683b8d77dd
build fix (thanks travis)
11 years ago