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41 commits

Author SHA1 Message Date
dteviot
1ed6e95c07 Got rid of some radians to degrees to radians conversions. 2015-07-19 18:01:25 +12:00
dteviot
1239667cb4 AiWander uses points between PathGrid points (Fixes #1317)
When there is only on PathGrid point within a NPC's wander distance, expand possible wander destinations by using positions between PathGrid points.
2015-07-05 18:21:35 +12:00
dteviot
164994f3d3 Made PathFinder::buildPath() private.
Now all paths are built by calling PathFinder::buildSyncedPath().
Also removed useless comment.
2015-07-04 18:47:26 +12:00
scrawl
c719b7038e Merge branch 'master' of https://github.com/OpenMW/openmw into osg 2015-06-18 15:00:21 +02:00
scrawl
cad18969e3 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
	apps/openmw/mwmechanics/aitravel.cpp
2015-06-14 16:32:13 +02:00
dteviot
520fbd63c4 simplified pathfinding code.
remove mIsPathConstructed.  Instead call !mPath.empty().
2015-06-14 15:14:02 +12:00
dteviot
cb8ca2f03a Moved logic for building a Sync'ed path from AiCombat to PathFinding.
Is now used by AiFollow, which should fix "running in circles" bug caused when recalc a path and closest way point is the one NPC has just passed.
2015-06-11 18:31:35 +12:00
scrawl
4bb3cbf0fb Remove last remains of Ogre 2015-06-03 23:04:35 +02:00
scrawl
b70383d127 Remove last remains of Ogre math 2015-06-03 21:37:21 +02:00
scrawl
7bacb9418d Various math code ported to osg 2015-06-03 19:41:19 +02:00
scrawl
9cf9c2876e Pathgrid rendering 2015-05-02 22:45:39 +02:00
dteviot
eb1090a1b6 Waypoint check only considers X & Y distance (Fixes #2423)
When pathfinder checks if actor has reached a waypoint, ignore actor's altitude.
2015-03-23 20:09:46 +13:00
dteviot
ca8c8c6aa4 fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 17:42:07 +13:00
scrawl
a17252eab3 Remove unused checkWaypoint function
It was an almost exact copy of the checkPathCompleted function anyway.
2015-01-07 02:34:28 +01:00
scrawl
4d9100091d Reduce default pathing arrival tolerance to 32 units (Fixes #1605) 2015-01-07 02:34:28 +01:00
scrawl
7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
Thomas
2c74ea381e Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue 2014-05-12 21:05:32 -04:00
mrcheko
9e79fb5b87 fix to broken aiwander logic 2014-05-01 11:41:25 +04:00
mrcheko
e8f7d12c01 uninit bool and invalid iterator bugs fixes 2014-04-30 23:57:19 +04:00
mrcheko
6a3dddfb9a merge master 2014-04-27 13:49:31 +04:00
mrcheko
f3626adc86 remake of z-moving in combat for flying/swimming enemies 2014-04-26 00:20:55 +04:00
mrcheko
f811abb752 pathgrid shortcutting extended 2014-04-20 20:35:07 +04:00
cc9cii
040d4f8fc4 Move PathgridGraph into separate files. 2014-04-04 06:13:47 +11:00
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.
2014-04-03 21:43:44 +11:00
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.
2014-03-29 19:35:52 +11:00
scrawl
c8c0e5de38 Fixed code issues found with unity build. Missing include guards, duplicated functions, ... 2014-03-16 23:49:06 +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
gus
764011dd1b clean up 2014-01-26 21:53:55 +01:00
mrcheko
87e83a92f8 refactoring of setting an attack type 2014-01-23 23:14:20 +02:00
mrcheko
339399f8b1 bug fix/logic fix/future suggestion 2014-01-19 22:09:51 +02:00
gus
5d038423ec attempt to solve Bug #1009 by not building graph every frame 2014-01-12 18:42:31 +01:00
gus
ccf07f9406 Bugfix 2014-01-11 12:07:10 +01:00
gus
1ac3d99c78 pathfinding now works in AICombat. 2013-10-07 10:20:02 +02:00
Chris Robinson
82a09a988b Minor pathfinding cleanup 2013-08-29 19:17:27 -07:00
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. 2013-05-29 20:05:17 -07:00
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!). 2013-05-29 19:26:45 -07:00
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. 2013-05-29 17:33:33 -07:00
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. 2013-05-29 15:59:23 -07:00
gus
47cc945ef4 more refactoring 2013-04-01 12:38:13 +00:00
gus
63424ade56 refactoring 2013-03-31 17:30:03 +00:00