Commit Graph

64 Commits (1cfc1f9bdb32618d46acbd72f26f138f7a7473c0)

Author SHA1 Message Date
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)
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'
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
Should extend AiActivate in the future
11 years ago
Sergey Shambir 5c7e39a92f Implemented script commands StartCombat, StopCombat, GetTarget.
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