Petr Mikheev
7bbbe40abe
"static const" -> "static constexpr" in headers
4 years ago
elsid
0c92a567af
Use distance to position since last normal state in obstacle checker
5 years ago
elsid
e323e6e7e6
Consider moved distance in direction to destination for obstacle check
...
Assume actor is stuck when it's not able to move in the destination
direction with maximum speed. Approach to check moved distance from the
previous point doesn't work good for slow and big actors. When they face
obstacle they're trying to move along with oscillation so check is
passing but they don't get any closer to the destination.
5 years ago
elsid
ad05de44ae
Use 3d coordinates to detect stuck
...
To able water and flying creatures move to player going up or down.
5 years ago
elsid
1e8bf3846e
Remove unused argument
6 years ago
elsid
f9c651bdf3
Add const
6 years ago
elsid
c9f3064cbd
Update ObstacleCheck once per frame
6 years ago
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
6 years ago
Andrei Kortunov
81b78a82e8
AI: try to open doors every AI_REACTION_TIME seconds (bug #4454 )
7 years ago
Andrei Kortunov
37952c9a79
Added door detection based by ray casting
8 years ago
Leon Krieg
c7b4b2cdd7
Fixed multiple spelling mistakes
8 years ago
mrcheko
612c7f1a2f
Revert "Revert "Merge pull request #993 from mrcheko/pathfinding""
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This reverts commit 3732979eec
.
8 years ago
scrawl
3732979eec
Revert "Merge pull request #993 from mrcheko/pathfinding"
...
This reverts commit 5190275b37
, reversing
changes made to d7845012bf
.
9 years ago
mrcheko
d2fe6fe857
Merge remote-tracking branch 'refs/remotes/origin/master' into pathfinding
...
# 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
mrcheko
0793e4a80e
refactor pathfinding code in AiWander: use AiPackage::pathTo, reuse AiPackage::ObstacleCheck
9 years ago
Austin Salgat
fc03216d48
Refactor to reuse existing obstacle detection
9 years ago
scrawl
6405049add
Rotations: move doors via Rotation rather than LocalRotation
...
Now LocalRotation is unneeded, will remove in next commit.
9 years ago
scrawl
d233bc483d
ObstacleCheck: fix evasion issue
...
The check if (samePosition... would not work as intended because actors do not move in every frame when the framerate is higher than the physics framerate. In that case the actor would change its evasion direction almost every frame.
9 years ago
dteviot
60d0ad9283
When stuck, try moving backwards as well as to side.
9 years ago
dteviot
f2c9b9351f
Try going right and left to "unstick" actor.
9 years ago
Alexander "Ace" Olofsson
8c49812d56
Remove unneeded include in obstacle.hpp
10 years ago
Alexander "Ace" Olofsson
df5a08b6de
Move manualref code out of header
10 years ago
Thomas
7cd4c93fa4
Changed getNearbyDoor to use MWWorld::Ptr
11 years ago
Thomas
cbfa282f8d
Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
...
Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
- Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
11 years ago
cc9cii
7437647f70
Forgot to add a guard :-(
11 years ago
cc9cii
d3be725ee7
Actors are moved on if idling near a closed interior door. Unreachable pathgrid points due to a closed door are removed from the allowed set of points.
11 years ago