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35 commits

Author SHA1 Message Date
scrawl
01652bbcc5 Store original actor position in AiWander package (Fixes #2200) 2015-01-01 03:38:49 +01:00
scrawl
a8ae0dec52 Implement AiWander fast-forward (Feature #1125) 2014-12-31 18:41:57 +01:00
scrawl
61d1aa78ce Move AiWander path finder to temporary storage (Fixes #2082) 2014-12-01 23:09:46 +01:00
terrorfisch
730abf6841 Moved all variables in temporary storage for AiCombat and some more for AiWander.
+Buxfix for previous AiWander changes
2014-10-10 00:16:17 +02:00
terrorfisch
4391c1fd00 Addded the parts of AiWander that I fully understand to the temporary storage.
The rest should be done by someone who has a clearer overview over the class.
2014-10-08 22:11:45 +02:00
terrorfisch
0871d45790 Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
2014-10-08 10:58:52 +02:00
scrawl
1bb82c710c Fix use of uninitialized memory in AiWander::init 2014-08-14 18:55:54 +02:00
Michał Ściubidło
bd3729a6cb Add grace periods for player greeting.
Add delay for NPC greating. NPC ignores greeted player after some time.
Fixes bug 1503.
2014-07-28 23:45:26 +01:00
Michał Ściubidło
d47bfbe69c Implement AI greeting states.
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
2014-07-28 23:45:26 +01:00
scrawl
a54ac579a5 Savegame: Store AiSequence 2014-06-13 02:26:52 +02:00
Thomas
10a5bb9464 Made code a bit more standardized and added a good bit of documentation. 2014-04-29 23:40:59 -04:00
scrawl
1fd7a07b5e Merge branch 'master' of https://github.com/OpenMW/openmw into return
Conflicts:
	apps/openmw/mwmechanics/aisequence.cpp
	apps/openmw/mwmechanics/aiwander.cpp
2014-04-29 09:14:13 +02:00
scrawl
9b36a13821 Feature #1289: NPCs return to default position
Make stationary NPCs return to their previous position once combat/crime AI finishes.
2014-04-29 09:09:51 +02:00
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. 2014-04-27 07:38:31 +10:00
cc9cii
6a1435c49e Remove rotation check that was freezing NPC's. 2014-04-20 17:59:08 +10:00
cc9cii
000afa48b7 An attempt at making turning animation smoother. Copied some code from AiCombat for rotation. 2014-04-20 11:59:47 +10:00
cc9cii
9bd31b6236 Added reaction time and moved game setting variables init to the constructor. 2014-04-20 10:06:03 +10:00
cc9cii
c652cb1568 More cleaning up. 2014-04-18 15:19:22 +10:00
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. 2014-04-18 14:41:43 +10:00
cc9cii
1ceeeb4a22 Fix movement glitches for actors with low speeds (e.g. a rat). Was caused by false detection of being stuck. 2014-04-18 14:41:43 +10:00
cc9cii
f597d3e88b Use duration rather than frame counts. Stops false detection of being "stuck" with high frame rates (e.g. indoors). 2014-04-03 07:46:26 +11:00
cc9cii
ebb1813b9b Minor comment clarification. 2014-03-29 20:17:04 +11:00
cc9cii
07fd801d94 My previous analysis of the pathfinding issue was incorrect. It was in fact caused due to some of the pathgrid points being unreachable. Instead of returning an empty path in such a scenario, incorrect path + requested destination were being returned. There was also a defect where past cost was being used for selecting open points.
There is still an unresolved issue where mGraph and mSCComp are being rebuilt unnecessarily.  The check mCell != cell in buildPath() is being triggered frequently. Not sure why.
2014-03-29 19:35:52 +11:00
cc9cii
d54ae58ec9 Bug #900 fix - minor update to comments 2014-03-14 00:09:03 +11:00
cc9cii
d92740efc9 Bug #900 fix - only fixed AiWonder, AiCombat, AiTravel and others may need a different strategy to this. 2014-03-13 23:44:52 +11:00
scrawl
bea161331c Play 'hello' voiced dialogue entries in AIWander 2014-01-19 20:53:58 +01:00
gus
650a112e2e better timer 2013-10-30 20:42:50 +01:00
Torben Carrington
c080785235 Pathfinding Overhaul - Finished cleaning, removed unnecessary parameter in one function, fixed use of the function in ai packages and added use of clearPath() function in aiwander, fixed algorithms and got rid of excess subtractions in getDistance functions (thanks to Chris!). 2013-05-29 19:26:45 -07:00
Torben Carrington
fd96d47fe4 AIWander Completed. Replicates vanilla as best possible, pathfinding needs fixing before this looks correct but once the pathfinding files are edited this will behave pretty much exactly as vanilla. Major credit to Hrnchamd for major research. 2013-05-26 11:30:42 -07:00
Torben Carrington
e37324b967 AIWander everything works. only two things to do: Implement limiting selection on z axis, and correcting decision algorithm. 2013-05-26 08:49:44 -07:00
Torben Carrington
1cfe037d6b AIWander - Added support for the Repeat parameter to mimic vanilla. 2013-05-24 04:49:20 -07:00
Marc Zinnschlag
a092deaee8 various fixes 2012-11-16 20:28:20 +01:00
marcin
51027c541e Feature #391 Dummy AI package classes 2012-11-16 18:38:15 +01:00
marcin
4b939c7521 Feature #391 Dummy AI package classes 2012-11-15 22:15:20 +01:00
marcin
e6c8e1f0d7 Feature #391 Dummy AI package classes 2012-11-14 18:42:04 +01:00