Torben Carrington
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09beafd044
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Pathfinding Overhaul - Master cleanup! Cleaned pathfinding entirely, all AI packages that are implemented as well, Increased buffer! This makes the intro guard no longer walk into you or go to far into the room (not tested against vanilla distances but it seems accurate enough until the next itteration of pathfinding fixes).
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2013-05-31 17:49:52 -07:00 |
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Torben Carrington
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73a9671742
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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.
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2013-05-29 20:05:17 -07:00 |
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Torben Carrington
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c080785235
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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!).
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2013-05-29 19:26:45 -07:00 |
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Torben Carrington
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56b1384c90
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AITravel Cleanup - Removed unnecessary includes and other varius cleanups.
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2013-05-24 18:16:35 -07:00 |
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gus
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7fe7111c19
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Fargoth quest almost works. There is still a sall problem as the path taken is not exactly the same. I need to copy the exact way morrowind do pathfinding...
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2013-05-03 17:09:09 +01:00 |
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gus
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905cff2a94
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anonymous namespace
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2013-04-11 18:02:12 +01:00 |
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gus
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0a187e56aa
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bugfix
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2013-04-11 17:58:11 +01:00 |
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gus
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6a33170ca2
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More bugfix, but I don't like this one.
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2013-04-01 17:44:06 +00:00 |
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gus
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20af7d89a2
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post master-merge fixes. Looks a little odd.
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2013-04-01 17:30:40 +00:00 |
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gus
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2be9405c96
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the sgn function is no longer in the global namespace
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2013-04-01 15:44:08 +00:00 |
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gus
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47cc945ef4
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more refactoring
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2013-04-01 12:38:13 +00:00 |
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gus
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63424ade56
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refactoring
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2013-03-31 17:30:03 +00:00 |
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scrawl
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efe6a3ebee
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Fix compile error & warnings
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2013-03-26 18:01:01 +01:00 |
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gus
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9efb073617
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clean up + correct a bug
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2013-03-14 18:05:00 +00:00 |
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gus
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80804fac35
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check if the NPC is close from a non loaded cell. If yes, AITravel is simply ended.
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2013-03-14 17:16:37 +00:00 |
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gus
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f943580138
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Somehow manages to get from one cell to another, but this looks wrong... And I don't know how morrowind do it, because aitravel is completly buggy
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2013-03-12 17:44:22 +00:00 |
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gus
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bbc4c23f7e
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AITravel now works correctly on exterior cells. As long as NPC don't try to leave cell, it's ok.
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2013-03-10 15:07:22 +00:00 |
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gus
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01908dbcc2
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little improvement
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2013-03-06 21:17:33 +00:00 |
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gus
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5fc7103425
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First attempt at pathfinding using boost::graph
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2013-03-06 20:31:47 +00:00 |
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Marc Zinnschlag
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a092deaee8
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various fixes
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2012-11-16 20:28:20 +01:00 |
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marcin
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4b939c7521
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Feature #391 Dummy AI package classes
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2012-11-15 22:15:20 +01:00 |
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marcin
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e6c8e1f0d7
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Feature #391 Dummy AI package classes
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2012-11-14 18:42:04 +01:00 |
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