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77 commits

Author SHA1 Message Date
Capostrophic
25e52f7dfe Use 2D distance for fight rating of vertically moving actors (bug #4961) 2019-06-05 21:41:02 +03:00
Andrei Kortunov
1832f1759d AI: use a consistent check if a target is hidden (bug #4920) 2019-04-28 16:41:10 +04:00
Capostrophic
c03ed4cd50 Include cleanup 2019-02-19 18:40:33 +03:00
elsid
92b34e8bb4
Check whether can actor move along z-axis in separate function 2018-10-13 22:16:34 +03:00
elsid
27a74725f1
Use osg::Vec3f 2018-10-13 22:16:34 +03:00
elsid
d02beae5a8
Find path for actors according to their abilities to swim and walk 2018-10-13 22:16:33 +03:00
elsid
fafba8ea0c
Use recastnavigation to find path 2018-10-13 22:16:25 +03:00
elsid
1a95b7a154
Remove duplicate zTurn call 2018-10-13 22:16:22 +03:00
elsid
c9f3064cbd
Update ObstacleCheck once per frame 2018-10-13 22:16:22 +03:00
elsid
ad027d13fa
Remove unused 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
elsid
0cfdf0c7b6
Remove unused virtual 2018-10-13 22:16:20 +03:00
Andrei Kortunov
e06f0b797a Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
Andrei Kortunov
3d1daaebab Rework manual spellcasting (e.g. via scripts) 2018-07-12 16:24:25 +04:00
Andrei Kortunov
81b78a82e8 AI: try to open doors every AI_REACTION_TIME seconds (bug #4454) 2018-06-13 17:47:32 +04:00
Marc Zinnschlag
7d9de93fd3 Merged pull request #1477 2018-06-09 10:52:35 +02:00
Andrei Kortunov
5105c67642 Add mHidden field to AiTravel 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
fed10e87aa Store integer actor ID in AI packages (bug #4036) 2018-06-08 19:57:41 +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
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
548814bfbc Added AiBreathe package (feature #1374) 2017-07-25 10:58:04 +04:00
Leon Krieg
739cd5ba45 Fixed more spelling mistakes 2016-12-15 13:09:40 +01:00
mrcheko
72786fef9d prevent running in circles around path points
addresses http://bugs.openmw.org/issues/2229
2016-09-09 23:57:19 +03:00
mrcheko
aa441f2648 AiPackage: fix path recalc on cell change
AiTravel: remove unneeded code
2016-09-06 01:11:10 +03:00
mrcheko
612c7f1a2f Revert "Revert "Merge pull request #993 from mrcheko/pathfinding""
This reverts commit 3732979eec.
2016-08-19 22:15:26 +03:00
scrawl
3732979eec Revert "Merge pull request #993 from mrcheko/pathfinding"
This reverts commit 5190275b37, reversing
changes made to d7845012bf.
2016-08-14 18:04:33 +02:00
mrcheko
203804ff15 fix AiPackage repeating 2016-07-16 19:08:49 +03:00
mrcheko
b4e94e2aae Merge remote-tracking branch 'upstream/master' into pathfinding
# Conflicts:
#	apps/openmw/mwmechanics/aipackage.cpp
#	apps/openmw/mwmechanics/aipackage.hpp
2016-07-12 00:45:01 +03:00
Allofich
c57d177f1c Trim unneeded code 2016-07-12 04:17:08 +09:00
mrcheko
f57858b750 Merge remote-tracking branch 'upstream/master' into pathfinding
# Conflicts:
#	apps/openmw/mwmechanics/aiactivate.cpp
2016-07-10 14:36:48 +03:00
mrcheko
d2fe6fe857 Merge remote-tracking branch 'refs/remotes/origin/master' into pathfinding
# Conflicts:
#	apps/openmw/mwmechanics/aiactivate.cpp
#	apps/openmw/mwmechanics/aicombat.cpp
#	apps/openmw/mwmechanics/aicombat.hpp
#	apps/openmw/mwmechanics/aifollow.cpp
#	apps/openmw/mwmechanics/aipackage.cpp
#	apps/openmw/mwmechanics/aipackage.hpp
#	apps/openmw/mwmechanics/aiwander.cpp
#	apps/openmw/mwmechanics/aiwander.hpp
2016-07-09 22:59:54 +03:00
MiroslavR
dc0bc5b68c Implement Face instruction (Feature #1424) 2016-07-09 02:16:47 +02:00
Allofich
b1be3596dc Cleanup of #include statements 2016-06-18 10:56:28 +09:00
Allofich
065d6a391d Don't repeat sequences of only one non-wander AI 2016-06-06 04:12:49 +09:00
Allofich
bce66c629a Change editor-placed AI packages to cycle 2016-05-29 17:34:40 +09:00
scrawl
93b2f09224 Workaround for some AI functions being incorrectly handled as AI packages (Bug #3378) 2016-04-29 18:07:35 +02:00
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
mrcheko
bcb1f4ed05 refactor AiCombat: remove all pathfinding code, adopt new version of
AiPackage::pathTo;
fix couple of warnings;
2016-01-03 15:33:52 +03:00
mrcheko
b960b0af93 rewrite pathTo for clearer logic; reapply Scrawl's aifollow threshold 2016-01-01 16:41:45 +03:00
mrcheko
d7d5cc6689 Merge remote-tracking branch 'upstream/master' into pathfinding
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
	apps/openmw/mwmechanics/aifollow.cpp
	apps/openmw/mwmechanics/aipackage.cpp
	apps/openmw/mwmechanics/aipackage.hpp
	apps/openmw/mwmechanics/aiwander.cpp
	apps/openmw/mwmechanics/pathfinding.hpp

Ogre::Vector3->osg::Vec3f; REACTION_INTERVAL->AI_REACTION_TIME; MakeOgreVec3->MakeOsgVec3
2015-12-29 19:15:40 +03:00
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