mrcheko
df7213185f
warning fixes
2014-06-12 23:42:33 +04:00
mrcheko
d6d9df6cec
split getStartTime
2014-06-11 00:20:46 +04:00
mrcheko
979128b2c5
Combat music; some minor combat fixes
2014-06-10 14:20:29 +04:00
mrcheko
08e8dab067
merge openmw master
2014-06-09 22:37:49 +04:00
mrcheko
67abc60264
aiming to moving target in ranged combat ai
...
1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
2014-06-08 20:59:26 +04:00
Marc Zinnschlag
4aab4bae65
minor cleanup and silenced a warning
2014-05-26 10:14:24 +02:00
Marc Zinnschlag
f0d0a31a19
Merge remote-tracking branch 'mrcheko/master'
2014-05-26 10:08:40 +02:00
mrcheko
8fa7fcdbee
fix bug http://bugs.openmw.org/issues/1335 (1304 as well)
...
though fish detects if actor is swimming, but in MW it attacks even if
the player is knee-deep in water
2014-05-25 21:03:37 +04:00
scrawl
039398c8ae
Basic RefData and CellRef change tracking
...
Wrapped item charge handling in getItemHealth function
2014-05-25 14:30:07 +02:00
mrcheko
c62187bd55
fix bug at http://bugs.openmw.org/issues/1155
...
Though it still can happen sometimes but not in such stupid manner.
2014-05-25 13:31:46 +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
scrawl
0bc33fa86a
Revert "AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)"
...
Apparently not working for AiCombat due to its higher getPriority(). What should we do here?
This reverts commit a6e1d7ffd6
.
2014-05-15 10:14:47 +02:00
scrawl
a6e1d7ffd6
AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)
2014-05-15 09:54:10 +02:00
scrawl
2e9985c1a3
Change all AI packages (except AiActivate) to use ActorIds
...
More robust in case the target changes cell or there are multiple targets with the same RefId
2014-05-15 09:54:10 +02:00
Marc Zinnschlag
2009cf9ad7
Merge remote-tracking branch 'scrawl/master' into openmw-30
2014-05-10 10:48:40 +02:00
scrawl
1444cd9051
Fix AiCombat exception when actor has a lockpick/probe equipped.
...
Don't make NPCs autoEquip lockpicks/probes, since they can't use them.
2014-05-10 00:37:36 +02:00
cc9cii
cf23721f1b
Windows debug build crash fix.
2014-05-09 20:43:24 +10:00
mrcheko
e8f7d12c01
uninit bool and invalid iterator bugs fixes
2014-04-30 23:57:19 +04:00
mrcheko
35c1724d39
unblock vertical aiming for combatants
2014-04-28 16:34:49 +04:00
mrcheko
22cdb166f2
warning fix, vars renaming
2014-04-27 22:38:04 +04:00
mrcheko
82121e0401
some checks reworked
2014-04-27 16:59:21 +04:00
mrcheko
6a3dddfb9a
merge master
2014-04-27 13:49:31 +04:00
mrcheko
dbe1307de0
code refining + minor fixes
2014-04-26 22:21:20 +04:00
mrcheko
f3626adc86
remake of z-moving in combat for flying/swimming enemies
2014-04-26 00:20:55 +04:00
mrcheko
fbd0ffe86f
enable z-moving for flying/water combatants
2014-04-22 22:59:39 +04:00
mrcheko
f811abb752
pathgrid shortcutting extended
2014-04-20 20:35:07 +04:00
cc9cii
3dfd08cf2d
Cleanup and little tweaking.
2014-04-20 08:31:02 +10:00
cc9cii
479a94b35d
Backing off closed doors working, needs cleanup and tweaking.
2014-04-20 08:14:54 +10:00
Marc Zinnschlag
f9d2fde783
Merge branch 'openmw-29'
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-03-04 09:34:38 +01:00
cc9cii
85c467f00f
Minor cleanup for aicombat pathfinding workaround.
2014-02-25 08:30:52 +01:00
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
2014-02-23 20:11:05 +01:00
cc9cii
1bd2664cb0
aicombat pathfinding workaround
2014-02-23 11:47:25 +01:00
Marc Zinnschlag
7693f712bc
started making CellStore into a proper class; encapsulated mCell member
2014-02-21 11:35:46 +01:00
scrawl
d25b3ad9cb
Fix AiCombat for creatures with weapons
2014-02-19 11:23:03 +01:00
scrawl
5ee105c812
Fix typo
2014-02-05 05:18:10 +01:00
scrawl
067c2bc2ec
Disable combat movements for creatures without weapons
2014-01-31 04:43:35 +01:00
scrawl
39d86a9468
Improvements to smooth NPC steering
2014-01-31 04:43:29 +01:00
mrcheko
3a5da7e6e8
merged with master
2014-01-29 00:03:00 +02:00
Marc Zinnschlag
fd5486864a
Merge remote-tracking branch 'gus/AIFix2'
...
Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/actors.hpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
2014-01-28 12:33:31 +01:00
mrcheko
fe0268062d
merge with master
2014-01-27 22:38:01 +02:00
mrcheko
45b3aa3d93
corrected things connected to determining attack type
2014-01-26 23:32:57 +02:00
scrawl
b1066de81d
Revert "Merge remote-tracking branch 'mrcheko/master'"
...
This reverts commit 4e360136b1
, reversing
changes made to 047bbe43b2
.
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
2014-01-26 00:31:44 +01:00
scrawl
a1fbd1fcc8
Revert "Merge remote-tracking branch 'mrcheko/master'"
...
This reverts commit df7c139e2f
, reversing
changes made to fec26342cd
.
2014-01-26 00:14:49 +01:00
gus
707e579dfe
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AIFix2
...
Conflicts:
apps/openmw/mwmechanics/aifollow.cpp
2014-01-24 19:16:50 +01:00
gus
5ca5946760
WIP
2014-01-24 19:13:23 +01:00
mrcheko
87e83a92f8
refactoring of setting an attack type
2014-01-23 23:14:20 +02:00
scrawl
ea21d8fec3
Fix CreatureTargetted function
2014-01-22 13:30:45 +01:00
scrawl
c8a9e9f7fa
Stop AiCombat when the target is dead
2014-01-20 13:54:10 +01:00
scrawl
df7c139e2f
Merge remote-tracking branch 'mrcheko/master'
2014-01-19 21:23:04 +01:00
mrcheko
339399f8b1
bug fix/logic fix/future suggestion
2014-01-19 22:09:51 +02:00
scrawl
9723263730
Bug #1126 : Tweak creature attack distance a bit (still no idea where this should come from)
2014-01-19 14:47:58 +01:00
scrawl
4e360136b1
Merge remote-tracking branch 'mrcheko/master'
...
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
2014-01-19 14:01:39 +01:00
scrawl
13646a651b
Issue #777 : Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats.
2014-01-19 13:32:58 +01:00
mrcheko
df4df5b094
fixed weapRange for creatures/startcombat script(?)
2014-01-17 23:30:28 +02:00
mrcheko
435bbdd530
one more mismatch fixed
2014-01-17 20:55:21 +02:00
mrcheko
46a4790cb1
final warnings removal
2014-01-17 20:33:49 +02:00
mrcheko
7df8273d71
fix for everybody
2014-01-17 20:01:15 +02:00
mrcheko
5357f569e6
fix for scrawl
2014-01-17 19:36:22 +02:00
mrcheko
f2ad1c18f2
fix merging problem/some logic fixes
2014-01-16 22:24:05 +02:00
mrcheko
d5f794d4fb
update to combat ai behaviour
2014-01-15 22:56:55 +02:00
scrawl
da3295d69c
Closes #1106 : Move stance to CreatureStats, since creatures also have separate run/walk animations.
2014-01-15 14:53:29 +01:00
Marc Zinnschlag
3e58eb34e4
Merge remote-tracking branch 'sergeyshambir/startcombat'
...
Conflicts:
apps/openmw/mwscript/docs/vmformat.txt
2014-01-13 10:17:10 +01:00
gus
5d4e148063
some clean up
2014-01-12 22:47:22 +01:00
gus
5d038423ec
attempt to solve Bug #1009 by not building graph every frame
2014-01-12 18:42:31 +01:00
gus
2d66b2c4fa
AiFollow. Npc get stuck often (no stuck dtection yet)
2014-01-11 12:06:36 +01:00
gus
f41f08c352
Wrong logic... should improve performances
2014-01-11 12:04:32 +01:00
scrawl
621e52f09d
Play "attack" voiced dialogue entries randomly based on iVoiceAttackOdds.
2014-01-10 22:48:42 +01:00
scrawl
098f9712f1
Add getPlayerPtr() utility method. Reduces dependencies a lot.
2014-01-08 18:39:44 +01:00
scrawl
90b55c8d4b
Use Ogre's asin/acos functions which will protect against NaNs
2014-01-07 17:09:08 +01:00
Sergey Shambir
5c7e39a92f
Implemented script commands StartCombat, StopCombat, GetTarget.
...
Also renamed one field of AIWander class because it's not longer
unknown.
2014-01-07 04:43:06 +04:00
scrawl
b22dd40b41
Implement Paralyze magic effect
2014-01-03 17:06:05 +01:00
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
683b8d77dd
build fix (thanks travis)
2013-10-31 11:02:26 +01:00
gus
02ded18fc5
Linux backslash fix
2013-10-31 09:43:12 +01:00
gus
2a927f65d3
perfomances optimisations (pathfinding is computed less often, max 4 times per sec)
2013-10-30 20:52:23 +01:00
gus
650a112e2e
better timer
2013-10-30 20:42:50 +01:00
gus
0e86209224
linux fix :p
2013-10-28 18:33:10 +01:00
gus
b7a9243173
fighting should stop when the target is dead
2013-10-28 18:22:36 +01:00
gus
12d8b4e0f8
bugfix
2013-10-28 18:13:07 +01:00
gus
2d84f7d33d
NPC run
2013-10-28 18:10:00 +01:00
gus
968968502e
NPC always face you when fighting
2013-10-27 14:03:58 +01:00
gus
1ac3d99c78
pathfinding now works in AICombat.
2013-10-07 10:20:02 +02:00
gus
83a375b55d
AI now continue to hit you.
...
TODO: change the way time is handled
2013-09-28 21:17:06 +02:00
gus
2537384c50
bug fix
2013-09-28 12:25:37 +02:00
gus
9353f4d14f
WIP AI combat
2013-09-25 18:01:36 +02:00