Commit Graph

36 Commits (move)

Author SHA1 Message Date
scrawl c4d38bb42d Fix clang analyzer warnings 9 years ago
scrawl d3b76b7006 Don't stack Ai packages (Fixes #3101, Fixes #3080, Fixes #2697) 9 years ago
scrawl 7aeafd3bb9 Revert "Apply the AiTravel maxRange to AiEscort as well (Fixes #2697)"
This reverts commit 1f543b4d79.
9 years ago
scrawl 53f4b92426 AiEscort do not follow target through doors
Testing revealed a problem where the guard on the prison ship would incorrectly follow the player outside. Upon further investigation in vanilla MW, it appears that with AiEscort the actor only follows the target through doors once the AiEscort package has completed, *and* no new AI package is running yet.
9 years ago
scrawl 1f543b4d79 Apply the AiTravel maxRange to AiEscort as well (Fixes #2697) 9 years ago
scrawl 965bea45c0 AiEscort makes the actor side with target in fights (Bug #2697)
Also will follow the player through teleport doors.
9 years ago
dteviot 0feae19140 AiCombat use evadeObstacles() from AiPackage. 9 years ago
dteviot 8e2fe1985d Fixed errors pointed out by Zini.
1. Removed "Actor" from name of function  isActorNearInactiveCell().
2. Corrected case of CoordinateConverter member function names.
9 years ago
dteviot 573a14993a Moved isActorNearInactiveCell() logic to own function.
Also, triggers when actor is near edge of cell, not when less than 1/2 way to edge.
9 years ago
dteviot 31d82b6b0c Unifiy evadeObstacles() logic between AiWander and AiPackage
Can't use same code, but logic is now same.
9 years ago
dteviot 0677799839 movement logic in AiPackage uses ObstacleCheck. 9 years ago
dteviot 0884a3796f extracted function isTargetMagicallyHidden(). 10 years ago
scrawl 59db9664ba Pass the CharacterController to AiPackage::execute 10 years ago
dteviot bfff84ba8f replaced #include with forward class declaration, as suggested by slaugherfish. 10 years ago
dteviot 6d7e6cd30c AiTravel logic merged into AiPackage. 10 years ago
dteviot 407cd50890 fixed warning C4099:
type name first seen using 'class' now seen using 'struct'
10 years ago
scrawl a8ae0dec52 Implement AiWander fast-forward (Feature #1125) 10 years ago
Alexander "Ace" Olofsson 0af5c7b379 Starting to clean up some heavy includes 10 years ago
scrawl 61d1aa78ce Move AiWander path finder to temporary storage (Fixes #2082) 10 years ago
terrorfisch 0871d45790 Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
10 years ago
scrawl 7252cb63a6 Fix cppcheck issues 10 years ago
scrawl 0077296c91 Take actor's speed into account in stuck check
The Winged Twilight's walking animation was so slow that it incorrectly detects being stuck.
11 years ago
scrawl a54ac579a5 Savegame: Store AiSequence 11 years ago
Thomas cbcf0f6039 Changed AiEScort to use new PathTo function 11 years ago
Thomas 7cd4c93fa4 Changed getNearbyDoor to use MWWorld::Ptr 11 years ago
Thomas ee36ace00b Undid some code clean up changes, and changed how some includes work 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
Thomas 2c74ea381e Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue 11 years ago
Thomas dbf06d8c8b Merge remote-tracking branch 'upstream/master'
Conflicts:
	apps/openmw/mwmechanics/aipursue.hpp
	apps/openmw/mwmechanics/aisequence.hpp
11 years ago
scrawl 7bddfc0025 Fix some spelling mistakes. 11 years ago
Thomas 10a5bb9464 Made code a bit more standardized and added a good bit of documentation. 11 years ago
Jeffrey Haines 7c0b51fb7e Ai pursue now controls guards pursuit of crimes
Should extend AiActivate in the future
11 years ago
Sergey Shambir 5c7e39a92f Implemented script commands StartCombat, StopCombat, GetTarget.
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 650a112e2e better timer 11 years ago
Marc Zinnschlag 345eec1135 Issue #389: added AI package base class and AI packages management class 13 years ago