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
Andrei Kortunov
1db51a9e08
Re-work wandering outside of initial cell (bug #5261 , bug #5262 )
2020-02-02 11:02:19 +04:00
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
...
Use dtNavMeshQuery::findRandomPointAroundCircle from recastnavigation
2020-01-21 00:01:06 +01:00
Andrei Kortunov
69aceb5c1e
Split greetings from AiWander (bug #4594 )
2019-10-10 09:28:40 +04:00
elsid
6c46d929c2
Build path to first pathgrid node by navmesh
2019-08-03 16:10:55 +02:00
Capostrophic
b8afe14206
Disallow paralyzed actors to greet the player (bug #5074 )
2019-06-29 13:31:36 +03:00
Capostrophic
25e52f7dfe
Use 2D distance for fight rating of vertically moving actors (bug #4961 )
2019-06-05 21:41:02 +03:00
elsid
287433efa8
Stop walking for water and flying creatures after single stuck
2019-03-21 23:15:47 +03:00
elsid
a65f60e1f1
Build path only by navmesh for wandering near spawn
2019-03-21 23:15:47 +03:00
elsid
ff67a9e233
Build straight path for wandering flying and water creatures
2019-03-21 23:15:47 +03:00
elsid
ebdff5d96e
Check for height map when cast ray for AiWander path
2019-03-21 23:15:47 +03:00
elsid
e033b0c565
Avoid build path through the ground for flying wandering creatures
2019-03-21 23:15:46 +03:00
elsid
e82d65a2c7
Use if-continue to skip build path
2019-03-21 23:15:46 +03:00
elsid
1218e4e15d
Use player half extents only to find path in exterior cells
2019-03-04 22:59:20 +03:00
Bret Curtis
14c93b3df0
Revert "Merge pull request #2204 from elsid/fix_navigator_update"
...
This reverts commit 26fb0e7a0f
, reversing
changes made to 42b2391303
.
2019-03-04 11:06:15 +01:00
elsid
a4f300f810
Use player half extents only to find path in exterior cells
2019-03-03 16:21:09 +03:00
Capostrophic
cec55119ca
Move idle dialogue playback from AiWander (bug #4594 )
2019-01-26 16:36:48 +03:00
Capostrophic
624db99bf2
Remove some redundant code
2019-01-05 01:25:52 +03:00
Capostrophic
7b33838b33
Don't consider non-solid actors truly levitating (bug #4746 )
2018-12-05 23:37:32 +03:00
Andrei Kortunov
4ee15ddcb9
Fix many Coverity Scan warnings
2018-11-14 11:21:49 +04:00
Capostrophic
1de9674c81
AI package cleanup
2018-11-02 14:58:30 +03:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message
2018-10-15 23:25:42 +03:00
elsid
661da42bd2
Build path by navigator
2018-10-13 22:16:33 +03:00
elsid
4fe764c3a5
Update and check for complete Pathfinder path by different methods
2018-10-13 22:16:24 +03:00
elsid
eb10add0c4
Remove unused parameters
2018-10-13 22:16:22 +03:00
elsid
d0bc1b75e8
Remove unused parameters
2018-10-13 22:16:22 +03:00
elsid
c9f3064cbd
Update ObstacleCheck once per frame
2018-10-13 22:16:22 +03:00
elsid
6d89241178
Check is path completed by osg::Vec3f position
2018-10-13 22:16:21 +03:00
elsid
31340a212a
Fix functions name style
2018-10-13 22:16:21 +03:00
elsid
4d868bec92
Use osg::Vec3f to store path nodes in Pathfinder
2018-10-13 22:16:20 +03:00
Andrei Kortunov
70ed8fd1a9
Use constants instead of widely used magic numbers (task #4645 )
2018-09-17 19:22:50 +04:00
Capostrophic
7ef6fa9f61
Remove deprecated GMST get* functions
2018-08-29 18:38:12 +03:00
Andrei Kortunov
5a4d0cec3a
Use new logging system for game itself
2018-08-14 23:05:43 +04:00
Andrei Kortunov
ee45f54b53
Refactor AiTemporaryStorage usage
2018-06-27 12:48:34 +04:00
Andrei Kortunov
2f5beb8853
Remove unnecessary hack
2018-06-08 21:53:47 +04:00
Andrei Kortunov
81f29d8dcd
AiWander: resume moving to destination after combat
2018-06-08 21:53:47 +04:00
Andrei Kortunov
9d27eb197f
AiWander: return to initial position only after combat
2018-06-08 21:53:47 +04:00
scrawl
99ffaafe30
Revert "Merge pull request #1701 from akortunov/standfix"
...
This reverts commit da47fc79f5
, reversing
changes made to 7324bd368f
.
2018-05-26 11:35:48 +00:00
Andrei Kortunov
3636cf2015
Do not apply queue movement for standing actors
2018-05-05 22:41:26 +04:00
Andrei Kortunov
f7f8dfaf2a
AiWander: do not allow flying/swimming creatures to use pathgrid
2017-11-28 18:03:13 +04:00
scrawl
c50b18b3bb
Move PathgridGraph out of CellStore
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By definition this is not 'Mutable state of a cell' and does not belong in CellStore.
This change should improve startup times (graph is now loaded on demand) and edits to 'pathgrid.hpp' no longer cause the entirety of OpenMW to be rebuilt.
2017-11-27 21:20:31 +00:00
Andrei Kortunov
9943bd4d74
AiWander fast forwarding improvements (bug #3638 )
2017-11-11 15:31:06 +04:00
scrawl
03554b2f4b
Fix some style issues flagged by cppcheck
2017-10-15 17:06:58 +02:00
Andrei Kortunov
91adfc9fc0
AiWander: reset spawn position, if an actor was moved to another cell (bug #4010 )
2017-09-23 20:59:06 +04:00
elsid
748f5225a9
Copy PathFinder::mPath back value when pass to MWMechanics::AiPackage::pathTo as dest
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May become dangling reference because method may remove all elements from mPath.
2017-08-02 11:35:53 +03:00
scrawl
333648c975
Merge pull request #1324 from akortunov/doorfix
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Improved doors detection
2017-07-31 17:42:53 +00:00
Andrei Kortunov
37952c9a79
Added door detection based by ray casting
2017-07-03 22:08:29 +04:00