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 )"
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This reverts commit 1f543b4d79
.
9 years ago
scrawl
53f4b92426
AiEscort do not follow target through doors
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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 )
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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.
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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.
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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
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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:
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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.
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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
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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)
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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'
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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
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Should extend AiActivate in the future
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
650a112e2e
better timer
11 years ago
Marc Zinnschlag
345eec1135
Issue #389 : added AI package base class and AI packages management class
13 years ago