Commit Graph

94 Commits (00997fa7327293db6075d47d18bd36516537ba44)

Author SHA1 Message Date
psi29a a487295d39 Merge branch 'fix_new_game_guard' into 'master'
Consider time to destination when try to avoid collision

See merge request OpenMW/openmw!914
4 years ago
jvoisin 1cd15613a6 Remove some useless headers in apps/openmw/mwmechanics 4 years ago
elsid 675c0ab72f
Apply uniform random deviation to AI reaction timer
This allows to distribute AI reaction calls over time.

Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.

Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
4 years ago
Alexei Dobrohotov 2d23dad2bc
Merge branch 'master' into ai_package_type 5 years ago
elsid b095ca6c86
Use actor speed to define area cost for pathfinding 5 years ago
elsid 82893c30f4
Store package type id as enum except ESM 5 years ago
elsid 5b34ef224b
Replace AiPackage virtual methods by options 5 years ago
elsid ce7c47ee12
Return cloned AiPackage as unique_ptr 5 years ago
elsid 3b5ce71d71
Remove redundant explicit dtor definition for AiPackage 5 years ago
Capostrophic 013953ec7f Support Wander movement deceleration 5 years ago
capostrophic fc0f813dcb Add and use 'always active' AI package flag
Update documentation
5 years ago
Andrei Kortunov 61ab7f3c1e Implement actors movement deceleration (feature #4544) 5 years ago
elsid d1d6ba3ed0
Fix rebuild path for walking actors
Ignore z coordinate for not swimming nor flying actors to calculate
distance from actor destination to last path point. If walking actor
destination point is floating above the ground then a point on navmesh
may be too far away when z coordinate is included. In this case path
will be rebuild on each AI_REACTION_TIME.
5 years ago
Roman Siromakha 41ad23ebdc
Revert "[WIP] Open door when it is on the way to a next path point (bug #5073)" 5 years ago
elsid b4ec444057
Open door when it is on the way to a next path point 5 years ago
elsid 69b4fe8545
Revert "Open door when it is on the way to a next path point"
This reverts commit c32872fb16.
5 years ago
elsid c32872fb16
Open door when it is on the way to a next path point 5 years ago
Capostrophic 25e52f7dfe Use 2D distance for fight rating of vertically moving actors (bug #4961) 6 years ago
Andrei Kortunov 1832f1759d AI: use a consistent check if a target is hidden (bug #4920) 6 years ago
Capostrophic c03ed4cd50 Include cleanup 6 years ago
elsid 92b34e8bb4
Check whether can actor move along z-axis in separate function 6 years ago
elsid 27a74725f1
Use osg::Vec3f 6 years ago
elsid d02beae5a8
Find path for actors according to their abilities to swim and walk 6 years ago
elsid fafba8ea0c
Use recastnavigation to find path 6 years ago
elsid 1a95b7a154
Remove duplicate zTurn call 6 years ago
elsid c9f3064cbd
Update ObstacleCheck once per frame 6 years ago
elsid ad027d13fa
Remove unused 6 years ago
elsid 4d868bec92
Use osg::Vec3f to store path nodes in Pathfinder 6 years ago
elsid 0cfdf0c7b6
Remove unused virtual 6 years ago
Andrei Kortunov e06f0b797a Replace all NULLs to nullptr 6 years ago
Andrei Kortunov 3d1daaebab Rework manual spellcasting (e.g. via scripts) 7 years ago
Andrei Kortunov 81b78a82e8 AI: try to open doors every AI_REACTION_TIME seconds (bug #4454) 7 years ago
Marc Zinnschlag 7d9de93fd3 Merged pull request #1477 7 years ago
Andrei Kortunov 5105c67642 Add mHidden field to AiTravel 7 years ago
Andrei Kortunov 81f29d8dcd AiWander: resume moving to destination after combat 7 years ago
Andrei Kortunov fed10e87aa Store integer actor ID in AI packages (bug #4036) 7 years ago
Andrei Kortunov f7f8dfaf2a AiWander: do not allow flying/swimming creatures to use pathgrid 7 years ago
scrawl c50b18b3bb
Move PathgridGraph out of CellStore
By definition this is not 'Mutable state of a cell' and does not belong in CellStore.

This change should improve startup times (graph is now loaded on demand) and edits to 'pathgrid.hpp' no longer cause the entirety of OpenMW to be rebuilt.
7 years ago
Andrei Kortunov 548814bfbc Added AiBreathe package (feature #1374) 8 years ago
Leon Krieg 739cd5ba45 Fixed more spelling mistakes 8 years ago
mrcheko 72786fef9d prevent running in circles around path points
addresses http://bugs.openmw.org/issues/2229
8 years ago
mrcheko aa441f2648 AiPackage: fix path recalc on cell change
AiTravel: remove unneeded code
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"
This reverts commit 5190275b37, reversing
changes made to d7845012bf.
9 years ago
mrcheko 203804ff15 fix AiPackage repeating 9 years ago
mrcheko b4e94e2aae Merge remote-tracking branch 'upstream/master' into pathfinding
# Conflicts:
#	apps/openmw/mwmechanics/aipackage.cpp
#	apps/openmw/mwmechanics/aipackage.hpp
9 years ago
Allofich c57d177f1c Trim unneeded code 9 years ago
mrcheko f57858b750 Merge remote-tracking branch 'upstream/master' into pathfinding
# Conflicts:
#	apps/openmw/mwmechanics/aiactivate.cpp
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
MiroslavR dc0bc5b68c Implement Face instruction (Feature #1424) 9 years ago