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36 commits

Author SHA1 Message Date
scrawl
c4d38bb42d Fix clang analyzer warnings 2016-02-16 19:17:04 +01:00
scrawl
d3b76b7006 Don't stack Ai packages (Fixes #3101, Fixes #3080, Fixes #2697) 2016-02-02 22:20:56 +01:00
scrawl
7aeafd3bb9 Revert "Apply the AiTravel maxRange to AiEscort as well (Fixes #2697)"
This reverts commit 1f543b4d79.
2016-02-02 22:08:12 +01:00
scrawl
53f4b92426 AiEscort do not follow target through doors
Testing revealed a problem where the guard on the prison ship would incorrectly follow the player outside. Upon further investigation in vanilla MW, it appears that with AiEscort the actor only follows the target through doors once the AiEscort package has completed, *and* no new AI package is running yet.
2015-12-19 15:15:44 +01:00
scrawl
1f543b4d79 Apply the AiTravel maxRange to AiEscort as well (Fixes #2697) 2015-12-07 00:26:17 +01:00
scrawl
965bea45c0 AiEscort makes the actor side with target in fights (Bug #2697)
Also will follow the player through teleport doors.
2015-12-06 23:38:51 +01:00
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