Andrei Kortunov
81f29d8dcd
AiWander: resume moving to destination after combat
7 years ago
Andrei Kortunov
9d27eb197f
AiWander: return to initial position only after combat
7 years ago
Andrei Kortunov
9943bd4d74
AiWander fast forwarding improvements (bug #3638 )
7 years ago
Allofich
4f08084e79
Make stationary actors return to position on load
...
Also makes wandering actors resume their previous destination when an interrupting combat or pursuit ends.
(Fixes #3656 )
8 years ago
Allofich
ff3e307059
Pass parameters by const reference
8 years ago
Leon Krieg
739cd5ba45
Fixed more spelling mistakes
8 years ago
mrcheko
a22fc43947
aiwander: reset path on cell change
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remove redundant mIsWanderDestReady var
8 years ago
mrcheko
612c7f1a2f
Revert "Revert "Merge pull request #993 from mrcheko/pathfinding""
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This reverts commit 3732979eec
.
8 years ago
scrawl
3732979eec
Revert "Merge pull request #993 from mrcheko/pathfinding"
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This reverts commit 5190275b37
, reversing
changes made to d7845012bf
.
9 years ago
mrcheko
d2fe6fe857
Merge remote-tracking branch 'refs/remotes/origin/master' into pathfinding
...
# Conflicts:
# apps/openmw/mwmechanics/aiactivate.cpp
# apps/openmw/mwmechanics/aicombat.cpp
# apps/openmw/mwmechanics/aicombat.hpp
# apps/openmw/mwmechanics/aifollow.cpp
# apps/openmw/mwmechanics/aipackage.cpp
# apps/openmw/mwmechanics/aipackage.hpp
# apps/openmw/mwmechanics/aiwander.cpp
# apps/openmw/mwmechanics/aiwander.hpp
9 years ago
mrcheko
0793e4a80e
refactor pathfinding code in AiWander: use AiPackage::pathTo, reuse AiPackage::ObstacleCheck
9 years ago
Allofich
b1be3596dc
Cleanup of #include statements
9 years ago
Allofich
c2b51112f2
AI package cleanups
9 years ago
scrawl
37afe966cf
Update comment
9 years ago
Allofich
55ac1fab68
Change Wander duration to run on a counter
9 years ago
Allofich
bce66c629a
Change editor-placed AI packages to cycle
9 years ago
Austin Salgat
e9157e9200
Fix idle animation and Fix water creature manual wandering
9 years ago
Austin Salgat
84179c262f
Update manual wandering to prevent actor from leaving/entering water
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Water creatures will stay in the water, while land creatures will stay on land when wandering.
9 years ago
Austin Salgat
fc03216d48
Refactor to reuse existing obstacle detection
9 years ago
Austin Salgat
34726c24d9
Fix mDistance being reset prematurely
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This was causing wandering without pathgrids to become disabled for most wandering units. Additionally, wandering now behaves the same for both NPCs and creatures.
9 years ago
Austin Salgat
92b352989a
Add logic for NPC wandering without pathgrids
9 years ago
Austin Salgat
c02881a4f8
Fix creatures not wandering
9 years ago
scrawl
50ed061154
AiWander: reset mAllowedNodes on cell change ( Fixes #3176 , Fixes #3130 )
9 years ago
dteviot
31d82b6b0c
Unifiy evadeObstacles() logic between AiWander and AiPackage
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Can't use same code, but logic is now same.
9 years ago
Arthur Moore
61c3835637
Don't try to play animations we know are bad
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Prevents log spam
10 years ago
Arthur Moore
f69de1f263
Alert the user if trying to play a non-idle animation
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Continue to propagate success/failure up the call stack.
10 years ago
dteviot
c7aacaee70
extracted function returnToStartLocation().
10 years ago
dteviot
5e519ef550
extract function isPackageFinished().
10 years ago
dteviot
ad0d807103
extracted function reactionTimeActions().
10 years ago
dteviot
9c0e3d6c28
extracted functions doPerFrameActionsForState() and onChooseActionStatePerFrameActions().
10 years ago
dteviot
76f95eafe7
extract function onWalkingStatePerFrameActions().
10 years ago
dteviot
5ec310dfba
extract function onIdleStatePerFrameActions().
10 years ago
dteviot
2a4d35b98c
fixed "comma at end of enumerator list" warning.
10 years ago
dteviot
00eef585af
renamed mPlayedIdle to mIdleAnimation.
10 years ago
dteviot
22f49128cc
replaced multiple booleans with single state variable.
10 years ago
dteviot
3ebe9fb34f
renamed mRotate to mTurnActorGivingGreetingToFacePlayer
10 years ago
dteviot
e294cd95cd
extracted function playIdleDialogueRandomly()
10 years ago
dteviot
0b089a5564
extracted function evadeObstacles()
10 years ago
dteviot
1ef78b1e56
extracted playGreetingIfPlayerGetsTooClose()
10 years ago
dteviot
df421fce92
extracted function setPathToAnAllowedNode()
10 years ago
dteviot
b508846a64
Renamed mStoredAvailableNodes to mPopulateAvailableNodes.
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Don't call getAllowedNodes() needlessly.
10 years ago
dteviot
f1774ee7c3
Fixed compile failing on OSX and Linux.
10 years ago
dteviot
52cf8541f5
End point tolerance restored to 64 units.
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Corrected problem pointed out by Scrawl.
Destination needs tolerance of 64 to avoid overcrowding.
10 years ago
dteviot
1239667cb4
AiWander uses points between PathGrid points ( Fixes #1317 )
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When there is only on PathGrid point within a NPC's wander distance, expand possible wander destinations by using positions between PathGrid points.
10 years ago
dteviot
eb2aa965b9
Extracted function SetCurrentNodeToClosestAllowedNode()
10 years ago
dteviot
9a02a85a24
Pulled duplicate code into function.
10 years ago
dteviot
46a654286b
Remove fix for #1317
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Expanding the AiWander distance for path grid nodes causes bigger problems than it solved.
10 years ago
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
10 years ago
scrawl
4bb3cbf0fb
Remove last remains of Ogre
10 years ago
scrawl
7bacb9418d
Various math code ported to osg
10 years ago