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30 commits

Author SHA1 Message Date
dteviot
0feae19140 AiCombat use evadeObstacles() from AiPackage. 2015-09-14 19:57:22 +12:00
dteviot
8e2fe1985d Fixed errors pointed out by Zini.
1. Removed "Actor" from name of function  isActorNearInactiveCell().
2. Corrected case of CoordinateConverter member function names.
2015-09-12 14:17:46 +12:00
dteviot
573a14993a Moved isActorNearInactiveCell() logic to own function.
Also, triggers when actor is near edge of cell, not when less than 1/2 way to edge.
2015-09-10 21:53:31 +12:00
dteviot
31d82b6b0c Unifiy evadeObstacles() logic between AiWander and AiPackage
Can't use same code, but logic is now same.
2015-08-30 08:32:47 +12:00
dteviot
0677799839 movement logic in AiPackage uses ObstacleCheck. 2015-08-29 17:21:18 +12:00
dteviot
0884a3796f extracted function isTargetMagicallyHidden(). 2015-08-09 14:20:55 +12:00
scrawl
59db9664ba Pass the CharacterController to AiPackage::execute 2015-06-26 17:47:04 +02:00
dteviot
bfff84ba8f replaced #include with forward class declaration, as suggested by slaugherfish. 2015-06-14 10:30:55 +12:00
dteviot
6d7e6cd30c AiTravel logic merged into AiPackage. 2015-06-11 18:28:31 +12:00
dteviot
407cd50890 fixed warning C4099:
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
Alexander "Ace" Olofsson
0af5c7b379 Starting to clean up some heavy includes 2014-12-19 09:23:16 +01:00
scrawl
61d1aa78ce Move AiWander path finder to temporary storage (Fixes #2082) 2014-12-01 23:09:46 +01:00
terrorfisch
0871d45790 Draft how to move temporary package state to CharacterController.
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
0077296c91 Take actor's speed into account in stuck check
The Winged Twilight's walking animation was so slow that it incorrectly detects being stuck.
2014-07-28 15:57:16 +02:00
scrawl
a54ac579a5 Savegame: Store AiSequence 2014-06-13 02:26:52 +02:00
Thomas
cbcf0f6039 Changed AiEScort to use new PathTo function 2014-05-14 01:44:11 -04:00
Thomas
7cd4c93fa4 Changed getNearbyDoor to use MWWorld::Ptr 2014-05-13 23:46:00 -04:00
Thomas
ee36ace00b Undid some code clean up changes, and changed how some includes work 2014-05-13 13:43:50 -04:00
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
2014-05-13 03:58:32 -04:00
Thomas
2c74ea381e Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue 2014-05-12 21:05:32 -04:00
Thomas
dbf06d8c8b Merge remote-tracking branch 'upstream/master'
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
Jeffrey Haines
7c0b51fb7e Ai pursue now controls guards pursuit of crimes
Should extend AiActivate in the future
2014-04-02 00:18:22 -04:00
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
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
Marc Zinnschlag
345eec1135 Issue #389: added AI package base class and AI packages management class 2012-09-04 13:25:53 +02:00