Bret Curtis
b4aeb2711c
Merge pull request #2809 from Capostrophic/spellcasting
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Refactor spellcasting header and implementation (task #5339 )
2020-05-05 17:17:13 +02:00
Capostrophic
844838c46a
Revert an invalid attempt to autoequip shields instead of torches
2020-04-30 00:12:52 +03:00
Capostrophic
69cd53ef8a
Fix reflect
2020-04-27 14:06:50 +03:00
Capostrophic
e7f91ff341
Simplify some inflict() logic
2020-04-27 12:50:09 +03:00
Capostrophic
4c1c30db33
Address akortunov's concerns regarding spell refactoring
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Separate linked effect handling into linked effects header
Separate spell absorption handling into spell absorption header
Make armor disintegration loop a range-based for loop
2020-04-27 12:05:17 +03:00
Capostrophic
b1d857818d
Clean up CastSpell
2020-04-26 22:17:38 +03:00
Capostrophic
8d22e075e6
Separate functions that don't belong to CastSpell class
2020-04-26 22:17:38 +03:00
Capostrophic
db13984db0
Separate spell resistance
2020-04-26 21:13:59 +03:00
Capostrophic
5973285446
Move isSummoningEffect to summoning
2020-04-26 21:13:59 +03:00
Capostrophic
5535a7fb44
Move getSummonedCreature() to summoning
2020-04-26 18:58:33 +03:00
Capostrophic
a3cd3281fb
Use an array instead of a map in spellSchoolToSkill()
2020-04-26 16:21:05 +03:00
Capostrophic
4838cf7362
Clean up spellcasting
2020-04-26 00:42:40 +03:00
Bret Curtis
e791e65684
Merge pull request #2793 from Capostrophic/distancebias
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Pick the correct aggressive actor in fight distance bias calculation
2020-04-23 00:09:36 +02:00
Capostrophic
40766d746c
Pick the correct aggressive actor in fight distance bias calculation
2020-04-22 16:06:42 +03:00
Bret Curtis
e1a5435531
Merge commit '8a8107e8'
2020-04-22 13:22:54 +02:00
Capostrophic
6731843691
Consider the first person movement sneaking if it's actually sneaking
2020-04-21 09:32:34 +03:00
Bret Curtis
8a8107e837
as it says; revert vismask and uncomplicate openmw
2020-04-20 20:57:38 +02:00
Andrei Kortunov
8d4dde7b56
Merge branch 'master' into autocalc
2020-04-13 13:53:29 +04:00
Capostrophic
f79e20379b
Make sure it's a crime to unlock owned doors
2020-04-12 01:56:03 +03:00
Capostrophic
ad333e88fe
Handle enchantment autocalc flag as a flag (bug #5363 )
2020-04-11 00:03:14 +03:00
Capostrophic
1928bebe98
Don't use up light duration if the held light is hidden (bug #5352 )
2020-04-04 20:51:41 +03:00
Capostrophic
99e89f23a6
Fix calculateNpcStatModifiers call for non-NPCs
2020-03-28 19:15:13 +03:00
Capostrophic
04ebe5c4c9
Reset skills of dead actors (bug #5328 )
2020-03-26 15:22:31 +03:00
fredzio
e1b5dd97b8
Add a filter in the alchemy window.
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A button allow to switch between ingredient name and magic effect.
Switching reset the filter.
The default filter can be set in the layout file.
The player can show only ingredients whose either name or effect
match the filter
Only effect that are known to the player (via alchemy skill) are
taken into account
2020-03-20 06:35:57 +01:00
Andrei Kortunov
dea2018d9f
Do not use dynamic casts when using ObjectState
2020-03-17 15:18:40 +04:00
Roman Siromakha
b1ed7a433e
Merge pull request #2718 from akortunov/storage
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Keep an AiWanderStorage when cloning an actor
2020-03-11 18:54:22 +01:00
Alexei Dobrohotov
7e6a533a29
Merge pull request #2695 from elsid/aiwander_check_destination
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Add more destination checks for AiWander without pathgrid
2020-03-11 20:48:22 +03:00
Andrei Kortunov
9f27a0d095
Keep an AiWanderStorage when cloning an actor (bug #5267 )
2020-03-10 12:22:21 +04:00
Capostrophic
1da4b31047
Switch torches to shields for hostile NPCs (bug #5300 )
2020-02-24 02:20:08 +03:00
Bret Curtis
a0902bb98e
Merge pull request #2700 from akortunov/masks
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Move VisMask to components
2020-02-17 11:58:53 +01:00
Andrei Kortunov
84979fa8b7
Move VisMask to components
2020-02-16 16:03:35 +04:00
Roman Siromakha
3ae1a208df
Merge pull request #2684 from Capostrophic/damagefatigue
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Make uncapped Damage Fatigue optional (bug #5264 )
2020-02-13 20:37:50 +01:00
Capostrophic
013953ec7f
Support Wander movement deceleration
2020-02-11 13:50:53 +03:00
elsid
9404b1dd72
Stop wandering when destination is hidden or occupied by other actor
2020-02-10 22:29:54 +01:00
elsid
4a0c056489
Do not wander to occupied area by other actor
2020-02-10 22:29:54 +01:00
elsid
85414e2353
Check for line of sight for wander destination
2020-02-10 22:29:54 +01:00
elsid
0c92a567af
Use distance to position since last normal state in obstacle checker
2020-02-10 22:29:54 +01:00
Capostrophic
122dffe4c1
Make uncapped Damage Fatigue optional (bug #5264 )
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Cap Absorb Fatigue
2020-02-09 14:41:38 +03:00
elsid
349040ffb2
Use status codes to handle navigator errors instead of exceptions
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For find path use case.
2020-02-04 22:33:56 +01:00
Andrei Kortunov
1db51a9e08
Re-work wandering outside of initial cell (bug #5261 , bug #5262 )
2020-02-02 11:02:19 +04:00
Alexei Dobrohotov
2652b10b9c
Merge pull request #2681 from akortunov/hello
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Do not interrupt greeting update when Hello = 0 or actor starts to swim
2020-01-30 00:48:13 +03:00
Andrei Kortunov
1522883fdd
Do not interrupt greeting update when Hello = 0 or actor starts to swim (bug #5248 )
2020-01-29 16:31:09 +04:00
elsid
f7caeefddb
Fallback to straight path when navmesh and pathgrind are not available
2020-01-29 11:14:07 +01:00
elsid
8e0b638145
Fix start position for AiWander random point selection
2020-01-28 20:29:52 +01:00
elsid
1e106013a0
Use navmesh to find wander destination outside pathgrid for ground based actors
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Use dtNavMeshQuery::findRandomPointAroundCircle from recastnavigation
2020-01-21 00:01:06 +01:00
elsid
e323e6e7e6
Consider moved distance in direction to destination for obstacle check
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Assume actor is stuck when it's not able to move in the destination
direction with maximum speed. Approach to check moved distance from the
previous point doesn't work good for slow and big actors. When they face
obstacle they're trying to move along with oscillation so check is
passing but they don't get any closer to the destination.
2020-01-20 23:46:58 +01:00
Andrei Kortunov
a384104f73
Rework greeting timeouts (bug #5249 )
2020-01-11 21:47:08 +04:00
Andrei Kortunov
2bed25a5e8
Merge pull request #2659 from Capostrophic/aitravel
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Handle out-of-range actors' travel packages (bug #5212 )
2020-01-10 13:32:51 +04:00
capostrophic
fc0f813dcb
Add and use 'always active' AI package flag
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Update documentation
2020-01-10 12:07:57 +03:00
capostrophic
af2ea477d5
Don't use loops to detect absorb effects
2020-01-09 22:17:01 +03:00