Andrei Kortunov
18ff097e4a
Add the parameter to AiSequence::stack() to control ability to cancel other AI packages
2018-06-08 21:53:47 +04:00
Allofich
028762a7dc
Make guards that are attacked try to arrest player
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(Fixes #3706 )
2017-06-15 01:47:10 +09:00
Allofich
2e5fd74db0
Fix invalid iterator warning
2017-04-20 19:30:35 +09:00
Allofich
6b53541571
Prevent AI actors from hitting unintended targets
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(Fixes #3254 )
2017-02-12 19:51:19 +09:00
Allofich
b1be3596dc
Cleanup of #include statements
2016-06-18 10:56:28 +09:00
Allofich
065d6a391d
Don't repeat sequences of only one non-wander AI
2016-06-06 04:12:49 +09:00
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
2015-06-26 17:47:04 +02:00
dteviot
407cd50890
fixed warning C4099:
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type name first seen using 'class' now seen using 'struct'
2015-03-06 21:36:42 +13:00
scrawl
a8ae0dec52
Implement AiWander fast-forward (Feature #1125 )
2014-12-31 18:41:57 +01:00
scrawl
2b78e9795d
Implement Calm effect removing combat packages ( Fixes #1985 )
2014-12-14 19:35:34 +01:00
Alexander "Ace" Olofsson
dc788512e2
Fix LNK2019 link error on Visual Studio 2010 builds
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For some reason VS2010 (Haven't tested 2013) is REALLY pedantic about class/struct being two different things when it comes to function signatures
2014-10-14 16:10:19 +02:00
terrorfisch
5248917a6c
- changed namespace
2014-10-10 23:28:49 +02:00
terrorfisch
0871d45790
Draft how to move temporary package state to CharacterController.
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Example for a few values shown in AiWander.
2014-10-08 10:58:52 +02:00
scrawl
7252cb63a6
Fix cppcheck issues
2014-09-26 17:48:14 +02:00
scrawl
22d7d8a466
Implement Command creature/humanoid magic effects ( Fixes #1120 )
2014-08-07 17:21:07 +02:00
scrawl
d81e9cfefd
Implement actors fighting for the actor they are following ( Fixes #1141 )
2014-07-27 20:33:45 +02:00
scrawl
90a96cd7d8
Fix bug where actors in combat with multiple other actors where not regarded as in combat with a specific actor
2014-07-20 22:34:20 +02:00
scrawl
a54ac579a5
Savegame: Store AiSequence
2014-06-13 02:26:52 +02:00
mrcheko
e1249f6a31
actor handle and id confusing fix
2014-05-18 20:13:46 +04:00
mrcheko
aa5647b45e
merge master, resolve conflicts
2014-05-17 19:20:57 +04:00
mrcheko
5be37f04ef
Feature 1314: make npc fight creatures
2014-05-16 00:03:48 +04:00
Thomas
6d540c4e07
Removed merging error
2014-05-13 14:24:48 -04:00
Thomas
680890c846
Clarification on some documentation points
2014-05-13 14:21:59 -04:00
Thomas
d6d4d9f75d
Removed destructor documentation
2014-05-13 14:08:08 -04:00
Thomas
645d174a96
Merge remote-tracking branch 'upstream/master'
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Conflicts:
apps/openmw/mwmechanics/aisequence.hpp
2014-05-12 14:49:08 -04:00
scrawl
1c8c26072d
Crime and self defense fixes
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- NPCs should still shout messages such as "thief" even if they did not report the crime
- Fixed self defense for NPCs (they no longer attack the player when they were attacked by a non-player actor)
- Fixed self defense for creatures (Fixes #1203 )
2014-05-06 19:15:43 +02:00
Thomas
dbf06d8c8b
Merge remote-tracking branch 'upstream/master'
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Conflicts:
apps/openmw/mwmechanics/aipursue.hpp
apps/openmw/mwmechanics/aisequence.hpp
2014-05-04 02:06:43 -04:00
scrawl
7bddfc0025
Fix some spelling mistakes.
2014-05-03 12:23:22 +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
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.
2014-04-29 09:09:51 +02:00
Jeffrey Haines
7c0b51fb7e
Ai pursue now controls guards pursuit of crimes
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Should extend AiActivate in the future
2014-04-02 00:18:22 -04:00
scrawl
23ffb8a4dc
Fixes #1143 : Make getCurrentAiPackage return the package that was run last, not the package that will be run in the next frame.
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This makes the Mehra Milo script work properly.
2014-01-29 15:37:27 +01:00
gus
707e579dfe
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
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Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-01-24 19:16:50 +01:00
gus
2446abe076
Allow getting current active package
2014-01-12 14:01:54 +01:00
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.
2014-01-07 04:43:06 +04:00
gus
4559e932ae
AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
2013-11-18 12:33:09 +01:00
gus
650a112e2e
better timer
2013-10-30 20:42:50 +01:00
gus
9353f4d14f
WIP AI combat
2013-09-25 18:01:36 +02:00
scrawl
16cacb338a
Initialize MWMechanics::AiSequence from ESM::AiPackageList
2013-07-31 00:55:08 +02:00
Marc Zinnschlag
345eec1135
Issue #389 : added AI package base class and AI packages management class
2012-09-04 13:25:53 +02:00