Commit Graph

97 Commits (1cfc1f9bdb32618d46acbd72f26f138f7a7473c0)

Author SHA1 Message Date
cc9cii aad13d315c Fixed issue where allowed nodes were being erased. PathFinder was returning an empty path if the closest pathgrid point to the start was also the closest pathgrid point to the goal. Still need to clean up and remove logging statements. 11 years ago
cc9cii f59226265a Remove redundant parameter from aStarSearch. Also update some comments. 11 years ago
cc9cii 040d4f8fc4 Move PathgridGraph into separate files. 11 years ago
cc9cii a8b2eb1fe9 Make Travis happy. 11 years ago
cc9cii 325d0616bb Cleanup debug statements. 11 years ago
cc9cii 98f77714ce Per-cell pathgrid data and calculation moved off PathFinder. Now the edge cost calculations and strongly connected component searches are done only once per cell. Per-actor data and methods still remain with PathFinder.
This version still has debugging statements and needs cleaning up.
11 years ago
Marc Zinnschlag c7b969821f silenced a warning 11 years ago
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.
11 years ago
cc9cii 267855c44e Prevent NPC suicides off silt the strider platform in Seyda Neen. Added some comments as well. There may be opportunities for some optimization but left that out for now. 11 years ago
scrawl c8c0e5de38 Fixed code issues found with unity build. Missing include guards, duplicated functions, ... 11 years ago
Marc Zinnschlag f9d2fde783 Merge branch 'openmw-29'
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
11 years ago
cc9cii 5b48ca114f aicombat pathfinding fix - check the correct list 11 years ago
Marc Zinnschlag 367919200f moved CellRefList into a separate file 11 years ago
cc9cii 1bd2664cb0 aicombat pathfinding workaround 11 years ago
Marc Zinnschlag 7693f712bc started making CellStore into a proper class; encapsulated mCell member 11 years ago
scrawl 7907181c0c Fix uninitialized member 11 years ago
mrcheko 3a5da7e6e8 merged with master 11 years ago
Marc Zinnschlag a473c3f619 some cleanup 11 years ago
mrcheko fe0268062d merge with master 11 years ago
gus f5d589388c bug fix 11 years ago
gus 764011dd1b clean up 11 years ago
gus 7cb47aa635 new implementation of pathfinding. Works, but need clean up 11 years ago
scrawl a1fbd1fcc8 Revert "Merge remote-tracking branch 'mrcheko/master'"
This reverts commit df7c139e2f, reversing
changes made to fec26342cd.
11 years ago
mrcheko 87e83a92f8 refactoring of setting an attack type 11 years ago
mrcheko 339399f8b1 bug fix/logic fix/future suggestion 11 years ago
gus 5d4e148063 some clean up 11 years ago
gus 5d038423ec attempt to solve Bug #1009 by not building graph every frame 11 years ago
gus 0609b71df9 fix pathfinding 11 years ago
scrawl 90b55c8d4b Use Ogre's asin/acos functions which will protect against NaNs 11 years ago
gus 1ac3d99c78 pathfinding now works in AICombat. 11 years ago
Chris Robinson 82a09a988b Minor pathfinding cleanup 12 years ago
Chris Robinson 9499ac4fd5 Increase the distance for reaching a path node 12 years ago
scrawl 7dc30a01cd Some changes suggested by cppcheck 12 years ago
Torben Carrington 09beafd044 Pathfinding Overhaul - Master cleanup! Cleaned pathfinding entirely, all AI packages that are implemented as well, Increased buffer! This makes the intro guard no longer walk into you or go to far into the room (not tested against vanilla distances but it seems accurate enough until the next itteration of pathfinding fixes). 12 years ago
Torben Carrington a4caec56cf Pathfinding Overhaul - Fixed selecting cells that are inaccessable from AIWander and pathfinding in general (sadly requires minor effort on the AI Packages implementation but it is the quickest way I can see), minor cleanup again (there is a lot to cleanup, this will prolly be in every commit). 12 years ago
Torben Carrington 73a9671742 Pathfinding Overhaul - Changed the name of checkIfNextPointReached to a more intuitive name considering what it does (checkPathCompleted) and fixed a minor bug in it, modified buildPath() to take one final parameter, a bool which dictates whether or not to always use pathfinding (like AIWander should be doing) or to allow for "shortcuts", modified all ai packages to work with these two changes. 12 years ago
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!). 12 years ago
Torben Carrington 7b465ae4f1 Pathfinding Overhaul - Even more cleanup and spacing corrections, small renaming (more to come), removed a few unnecessary actions that wasted CPU time and tmp RAM. 12 years ago
Torben Carrington 96fdaf7410 Pathfinding Overhaul - More cleanup. 12 years ago
Torben Carrington 4838678944 Pathfinding Overhaul - Cleanup, removed unnecessary include, fixed spacing, added a function for clearing a path, overall preperation to begin working on fixing pathfinding. 12 years ago
Marc Zinnschlag 51067698a8 minor cleanup 12 years ago
gus 006f25d1c0 First try to improve AI. Does not work yet due to strange bug in physicsystem 12 years ago
gus c753eb4c28 another way to do pathfinding. Slightly less powerfull algorithme in theory, but morrowind pathgrids are so simple it shouldn't be a problem. Hope it solves the bug for KittyCat 12 years ago
gus 905cff2a94 anonymous namespace 12 years ago
gus 6a33170ca2 More bugfix, but I don't like this one. 12 years ago
gus 47cc945ef4 more refactoring 12 years ago
gus 63424ade56 refactoring 12 years ago