scrawl
50ed061154
AiWander: reset mAllowedNodes on cell change ( Fixes #3176 , Fixes #3130 )
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
Arthur Moore
61c3835637
Don't try to play animations we know are bad
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Prevents log spam
10 years ago
Arthur Moore
f69de1f263
Alert the user if trying to play a non-idle animation
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Continue to propagate success/failure up the call stack.
10 years ago
dteviot
c7aacaee70
extracted function returnToStartLocation().
10 years ago
dteviot
5e519ef550
extract function isPackageFinished().
10 years ago
dteviot
ad0d807103
extracted function reactionTimeActions().
10 years ago
dteviot
9c0e3d6c28
extracted functions doPerFrameActionsForState() and onChooseActionStatePerFrameActions().
10 years ago
dteviot
76f95eafe7
extract function onWalkingStatePerFrameActions().
10 years ago
dteviot
5ec310dfba
extract function onIdleStatePerFrameActions().
10 years ago
dteviot
2a4d35b98c
fixed "comma at end of enumerator list" warning.
10 years ago
dteviot
00eef585af
renamed mPlayedIdle to mIdleAnimation.
10 years ago
dteviot
22f49128cc
replaced multiple booleans with single state variable.
10 years ago
dteviot
3ebe9fb34f
renamed mRotate to mTurnActorGivingGreetingToFacePlayer
10 years ago
dteviot
e294cd95cd
extracted function playIdleDialogueRandomly()
10 years ago
dteviot
0b089a5564
extracted function evadeObstacles()
10 years ago
dteviot
1ef78b1e56
extracted playGreetingIfPlayerGetsTooClose()
10 years ago
dteviot
df421fce92
extracted function setPathToAnAllowedNode()
10 years ago
dteviot
b508846a64
Renamed mStoredAvailableNodes to mPopulateAvailableNodes.
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Don't call getAllowedNodes() needlessly.
10 years ago
dteviot
f1774ee7c3
Fixed compile failing on OSX and Linux.
10 years ago
dteviot
52cf8541f5
End point tolerance restored to 64 units.
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Corrected problem pointed out by Scrawl.
Destination needs tolerance of 64 to avoid overcrowding.
10 years ago
dteviot
1239667cb4
AiWander uses points between PathGrid points ( Fixes #1317 )
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When there is only on PathGrid point within a NPC's wander distance, expand possible wander destinations by using positions between PathGrid points.
10 years ago
dteviot
eb2aa965b9
Extracted function SetCurrentNodeToClosestAllowedNode()
10 years ago
dteviot
9a02a85a24
Pulled duplicate code into function.
10 years ago
dteviot
46a654286b
Remove fix for #1317
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Expanding the AiWander distance for path grid nodes causes bigger problems than it solved.
10 years ago
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
10 years ago
scrawl
4bb3cbf0fb
Remove last remains of Ogre
10 years ago
scrawl
7bacb9418d
Various math code ported to osg
10 years ago
dteviot
be6ee927b9
AiWander, use closest two points if distance is too small ( Fixes #1317 )
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In AiWander, if wander distance is set too small to get two points, take the closest two points.
10 years ago
dteviot
63ab856024
Removed duplicated code.
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
Alexander "Ace" Olofsson
8c49812d56
Remove unneeded include in obstacle.hpp
10 years ago
scrawl
01652bbcc5
Store original actor position in AiWander package ( Fixes #2200 )
10 years ago
scrawl
a8ae0dec52
Implement AiWander fast-forward (Feature #1125 )
10 years ago
scrawl
61d1aa78ce
Move AiWander path finder to temporary storage ( Fixes #2082 )
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
4391c1fd00
Addded the parts of AiWander that I fully understand to the temporary storage.
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The rest should be done by someone who has a clearer overview over the class.
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
1bb82c710c
Fix use of uninitialized memory in AiWander::init
11 years ago
Michał Ściubidło
bd3729a6cb
Add grace periods for player greeting.
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Add delay for NPC greating. NPC ignores greeted player after some time.
Fixes bug 1503.
11 years ago
Michał Ściubidło
d47bfbe69c
Implement AI greeting states.
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Greeting consist of 3 phases:
- none - default one, greeting state can only change to "in progress"
when near enough and some time passes
- in progress - NPC says his greating and rotates toward player,
state can only change to "done" after some time
- done - rotation is stoped, after idling can go away from player,
state can only change to "none" when player and NPC are faraway
11 years ago
scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
11 years ago
scrawl
1fd7a07b5e
Merge branch 'master' of https://github.com/OpenMW/openmw into return
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Conflicts:
apps/openmw/mwmechanics/aisequence.cpp
apps/openmw/mwmechanics/aiwander.cpp
11 years ago
scrawl
9b36a13821
Feature #1289 : NPCs return to default position
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Make stationary NPCs return to their previous position once combat/crime AI finishes.
11 years ago
cc9cii
1fb2c8d87b
NPC turning is less hacky but still not perfect. NPC's should walk away after a period of non-action by the player (vanilla behaviour) - not yet implemented.
11 years ago
cc9cii
6a1435c49e
Remove rotation check that was freezing NPC's.
11 years ago
cc9cii
000afa48b7
An attempt at making turning animation smoother. Copied some code from AiCombat for rotation.
11 years ago
cc9cii
9bd31b6236
Added reaction time and moved game setting variables init to the constructor.
11 years ago
cc9cii
c652cb1568
More cleaning up.
11 years ago