mrcheko
a22fc43947
aiwander: reset path on cell change
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remove redundant mIsWanderDestReady var
2016-09-05 15:18:34 +03:00
mrcheko
612c7f1a2f
Revert "Revert "Merge pull request #993 from mrcheko/pathfinding""
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This reverts commit 3732979eec
.
2016-08-19 22:15:26 +03:00
scrawl
3732979eec
Revert "Merge pull request #993 from mrcheko/pathfinding"
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This reverts commit 5190275b37
, reversing
changes made to d7845012bf
.
2016-08-14 18:04:33 +02:00
scrawl
30b549124e
Fix use-after-free
2016-08-14 16:42:29 +02:00
mrcheko
d2fe6fe857
Merge remote-tracking branch 'refs/remotes/origin/master' into pathfinding
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# 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
mrcheko
0793e4a80e
refactor pathfinding code in AiWander: use AiPackage::pathTo, reuse AiPackage::ObstacleCheck
2016-07-05 21:38:41 +03:00
Allofich
c2b51112f2
AI package cleanups
2016-06-16 17:17:56 +09:00
Allofich
55ac1fab68
Change Wander duration to run on a counter
2016-06-10 04:36:18 +09:00
Allofich
bce66c629a
Change editor-placed AI packages to cycle
2016-05-29 17:34:40 +09:00
scrawl
5edfe8c41c
Reduce the wander fast forward overcrowding offset ( Fixes #3370 )
2016-04-23 22:47:42 +02:00
Austin Salgat
be16857f96
Fix wrong height being used for water detection
2016-04-17 10:46:09 -05:00
Austin Salgat
e9157e9200
Fix idle animation and Fix water creature manual wandering
2016-04-16 20:38:58 -05:00
Austin Salgat
3dec10c686
Update variable to prevent underflowing
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While not an issue presently, the variable may be used in the future in a way that could create issues if it underflows.
2016-04-16 17:51:13 -05:00
Austin Salgat
84179c262f
Update manual wandering to prevent actor from leaving/entering water
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Water creatures will stay in the water, while land creatures will stay on land when wandering.
2016-04-16 16:39:13 -05:00
Austin Salgat
fc03216d48
Refactor to reuse existing obstacle detection
2016-04-16 12:14:00 -05:00
Austin Salgat
34726c24d9
Fix mDistance being reset prematurely
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This was causing wandering without pathgrids to become disabled for most wandering units. Additionally, wandering now behaves the same for both NPCs and creatures.
2016-04-15 21:56:41 -05:00
Austin Salgat
92b352989a
Add logic for NPC wandering without pathgrids
2016-04-13 20:48:08 -05:00
Austin Salgat
c02881a4f8
Fix creatures not wandering
2016-04-12 21:16:55 -05:00
Austin Salgat
38f5a225ea
Refactor PathFinder functions to be useable by AiWander
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This avoids having to duplicate the distanceSquared and getClosestPoint functions.
2016-04-10 20:44:08 -05:00
Austin Salgat
96231e17f0
Fix wandering NPCs going off pathgrid
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If multiple pathgrids exist in the same cell, sometimes an NPC would port to a different pathgrid that was nearby. This is an issue since it allowed them to do things like travel through walls to inaccessible areas. Now they will only wander along the closest connected pathgrid.
2016-04-10 20:21:18 -05:00
scrawl
90a99991d1
Use empty() instead of !size()
2016-02-22 19:06:12 +01:00
scrawl
50ed061154
AiWander: reset mAllowedNodes on cell change ( Fixes #3176 , Fixes #3130 )
2016-02-02 00:41:40 +01:00
mrcheko
d7d5cc6689
Merge remote-tracking branch 'upstream/master' into pathfinding
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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
dteviot
8e2fe1985d
Fixed errors pointed out by Zini.
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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
1dfe438a5d
reduce "reset if stuck" AiWander timeout.
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Now is about 14 seconds, instead of 300.
2015-08-30 16:43:35 +12:00
dteviot
f2c9b9351f
Try going right and left to "unstick" actor.
2015-08-30 10:06:09 +12:00
dteviot
31d82b6b0c
Unifiy evadeObstacles() logic between AiWander and AiPackage
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Can't use same code, but logic is now same.
2015-08-30 08:32:47 +12:00
dteviot
f59e918a3b
removed useless code.
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zTurn ignores turns < 0.0087 radians.
2015-08-29 17:34:33 +12:00
Marc Zinnschlag
a52b947efe
Merge remote-tracking branch 'dteviot/MagicEffectsRefactorDraft3'
2015-08-23 12:11:30 +02:00
dteviot
77a1d947cc
extracted MWMechanics::getPlayer()
2015-08-21 21:12:39 +12:00
dteviot
85bc41dedb
replaced FLT_MAX with numeric_limits.
2015-08-21 19:34:28 +12:00
dteviot
942a987d52
centralize the world/cell coordinate conversion logic.
2015-08-16 18:55:02 +12:00
Arthur Moore
08d5aaf0fc
Remove more comments
2015-07-31 18:23:07 -04:00
Arthur Moore
6fce49bfb5
Don't warn twice when unable to play an idle animation
2015-07-31 18:01:02 -04:00
Arthur Moore
61c3835637
Don't try to play animations we know are bad
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Prevents log spam
2015-07-31 18:01:02 -04:00
Arthur Moore
5ea596f38d
Refactor onChooseActionStatePerFrameActions
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This prevents playIdle errors from tyring to play idleAnimation 0
2015-07-30 08:15:45 -04:00
Arthur Moore
f69de1f263
Alert the user if trying to play a non-idle animation
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Continue to propagate success/failure up the call stack.
2015-07-30 08:08:58 -04:00
dteviot
c7aacaee70
extracted function returnToStartLocation().
2015-07-26 17:29:32 +12:00
dteviot
5e519ef550
extract function isPackageFinished().
2015-07-26 17:29:01 +12:00
dteviot
ad0d807103
extracted function reactionTimeActions().
2015-07-26 17:28:32 +12:00
dteviot
9c0e3d6c28
extracted functions doPerFrameActionsForState() and onChooseActionStatePerFrameActions().
2015-07-26 17:25:44 +12:00
dteviot
76f95eafe7
extract function onWalkingStatePerFrameActions().
2015-07-26 17:25:00 +12:00
dteviot
5ec310dfba
extract function onIdleStatePerFrameActions().
2015-07-26 17:24:33 +12:00
dteviot
00eef585af
renamed mPlayedIdle to mIdleAnimation.
2015-07-19 18:04:42 +12:00
dteviot
22f49128cc
replaced multiple booleans with single state variable.
2015-07-19 18:02:13 +12:00
dteviot
1ed6e95c07
Got rid of some radians to degrees to radians conversions.
2015-07-19 18:01:25 +12:00
dteviot
3ebe9fb34f
renamed mRotate to mTurnActorGivingGreetingToFacePlayer
2015-07-19 18:00:49 +12:00
dteviot
e294cd95cd
extracted function playIdleDialogueRandomly()
2015-07-12 17:15:14 +12:00
dteviot
22059d68f6
Remove duplicated code.
2015-07-12 17:14:48 +12:00
dteviot
0b089a5564
extracted function evadeObstacles()
2015-07-12 16:38:36 +12:00
dteviot
1ef78b1e56
extracted playGreetingIfPlayerGetsTooClose()
2015-07-12 16:37:31 +12:00
dteviot
df421fce92
extracted function setPathToAnAllowedNode()
2015-07-12 16:35:15 +12:00
dteviot
b508846a64
Renamed mStoredAvailableNodes to mPopulateAvailableNodes.
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Don't call getAllowedNodes() needlessly.
2015-07-12 16:32:48 +12:00
dteviot
f1774ee7c3
Fixed compile failing on OSX and Linux.
2015-07-08 19:34:33 +12:00
dteviot
52cf8541f5
End point tolerance restored to 64 units.
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Corrected problem pointed out by Scrawl.
Destination needs tolerance of 64 to avoid overcrowding.
2015-07-08 18:41:03 +12:00
dteviot
1239667cb4
AiWander uses points between PathGrid points ( Fixes #1317 )
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When there is only on PathGrid point within a NPC's wander distance, expand possible wander destinations by using positions between PathGrid points.
2015-07-05 18:21:35 +12:00
dteviot
eb2aa965b9
Extracted function SetCurrentNodeToClosestAllowedNode()
2015-07-05 18:17:18 +12:00
dteviot
f942db2b27
Simplified code.
2015-07-05 18:08:09 +12:00
dteviot
9a02a85a24
Pulled duplicate code into function.
2015-07-05 18:07:14 +12:00
mrcheko
c773ed9f9a
move checkWayIsClear to pathfinding; move shortcut logic to separate func (AiPackage::shortcutPath); rework AiPackage::pathTo
2015-07-04 18:00:16 +03:00
dteviot
fae93e3d82
Bugfix: was not resetting mStuckCount.
2015-07-04 19:00:27 +12:00
dteviot
46a654286b
Remove fix for #1317
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Expanding the AiWander distance for path grid nodes causes bigger problems than it solved.
2015-07-04 18:57:56 +12:00
dteviot
164994f3d3
Made PathFinder::buildPath() private.
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Now all paths are built by calling PathFinder::buildSyncedPath().
Also removed useless comment.
2015-07-04 18:47:26 +12:00
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
2015-06-26 17:47:04 +02:00
scrawl
a5670b5133
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/opencs/CMakeLists.txt
apps/opencs/main.cpp
apps/openmw/mwworld/player.hpp
2015-06-22 20:09:02 +02:00
dteviot
c65e7a31e7
Aquatic creatures no longer try to get onto land.
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AiWander for aquatic creatures no longer uses path grid points as they're usually on land.
2015-06-21 16:23:40 +12:00
scrawl
3663511cdb
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/opencs/CMakeLists.txt
extern/ogre-ffmpeg-videoplayer/CMakeLists.txt
2015-06-16 19:53:41 +02:00
scrawl
5347d407d8
Disallow AiWander fast-forward for water creatures
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Pathgrid nodes are usually above the water level, so appearing at a random node would have the creature break out of the water level it's supposed to be constrained to.
2015-06-15 20:13:59 +02:00
scrawl
98a77f68a3
Fix AiWander::fastForward using incorrect pathgrid coordinates when actor recently moved to a new cell
2015-06-15 20:04:36 +02:00
scrawl
4bb3cbf0fb
Remove last remains of Ogre
2015-06-03 23:04:35 +02:00
scrawl
7bacb9418d
Various math code ported to osg
2015-06-03 19:41:19 +02:00
scrawl
fd50be0fb8
Restore various gameplay
2015-05-30 01:00:24 +02:00
scrawl
22f01b1232
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/launcher/graphicspage.cpp
apps/opencs/editor.cpp
apps/opencs/model/doc/document.cpp
apps/opencs/view/render/cell.cpp
apps/opencs/view/render/mousestate.cpp
apps/opencs/view/render/textoverlay.cpp
apps/opencs/view/render/worldspacewidget.cpp
apps/openmw/mwclass/creature.cpp
apps/openmw/mwclass/npc.cpp
apps/openmw/mwgui/inventorywindow.cpp
apps/openmw/mwgui/loadingscreen.cpp
apps/openmw/mwgui/mapwindow.cpp
apps/openmw/mwgui/pickpocketitemmodel.cpp
apps/openmw/mwgui/waitdialog.cpp
apps/openmw/mwmechanics/combat.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwrender/globalmap.cpp
apps/openmw/mwworld/physicssystem.cpp
apps/openmw/mwworld/refdata.cpp
apps/openmw/mwworld/scene.cpp
apps/openmw/mwworld/worldimp.cpp
components/sdlutil/sdlinputwrapper.cpp
extern/shiny/Main/Factory.cpp
extern/shiny/Main/MaterialInstance.cpp
extern/shiny/Main/Platform.cpp
extern/shiny/Main/ShaderSet.cpp
2015-05-23 20:33:44 +02:00
Rohit Nirmal
396fba7fa9
Silence -Wreorder warnings, and remove -Wno-reorder.
2015-05-21 22:46:44 -05:00
scrawl
8c810e3620
Move rng to components
2015-04-22 17:58:55 +02:00
scrawl
1699759d12
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/opencs/view/render/cell.cpp
2015-04-19 02:29:16 +02:00
scrawl
c92592493e
OpenMW: create a window and render the starting cell(s)
2015-04-12 15:38:30 +02:00
dteviot
be6ee927b9
AiWander, use closest two points if distance is too small ( Fixes #1317 )
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In AiWander, if wander distance is set too small to get two points, take the closest two points.
2015-03-28 20:05:54 +13:00
dteviot
63ab856024
Removed duplicated code.
2015-03-23 20:57:36 +13:00
dteviot
eb1090a1b6
Waypoint check only considers X & Y distance ( Fixes #2423 )
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When pathfinder checks if actor has reached a waypoint, ignore actor's altitude.
2015-03-23 20:09:46 +13:00
dteviot
3f28634d1f
consolidate random number logic
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Note, I suspect Rng::rollClosedProbability() is not needed. The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
2015-03-15 14:07:47 +13:00
dteviot
ca8c8c6aa4
fixing MSVC 2013 warning C4244: & C4305
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conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 17:42:07 +13:00
dteviot
f2ac939e61
reverted mShouldRepeat back to unsigned char.
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As recommended by Scrawl.
2015-03-07 11:04:54 +13:00
scrawl
bf915d929a
Update idle voices according to research
2015-01-15 03:35:46 +01:00
scrawl
a3c861b7fa
Idle voice fix
2015-01-14 00:07:14 +01:00
scrawl
871d59de6c
Reduce Idle voice chance ( Fixes #1964 )
2015-01-12 23:29:58 +01:00
scrawl
b108fbe986
Remove incorrect implementation of fGreetDistanceReset
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This can't be right. A reset distance of 512 is smaller than the maximum greeting distance for certain NPCs, which would then say greetings non-stop.
2015-01-11 17:04:58 +01:00
scrawl
4d9100091d
Reduce default pathing arrival tolerance to 32 units ( Fixes #1605 )
2015-01-07 02:34:28 +01:00
scrawl
92e4a0669c
Fix for AiWander state loading
2015-01-01 18:58:17 +01:00
scrawl
559ddbb480
Quick fix for Ai fast-forward crash in exteriors ( Fixes #2241 )
2015-01-01 18:18:46 +01:00
scrawl
01652bbcc5
Store original actor position in AiWander package ( Fixes #2200 )
2015-01-01 03:38:49 +01:00
scrawl
a8ae0dec52
Implement AiWander fast-forward (Feature #1125 )
2014-12-31 18:41:57 +01:00
scrawl
a1226501fa
AiWander: move idle animation handling to non-delayed section ( Fixes #2073 )
2014-12-01 23:09:46 +01:00
scrawl
61d1aa78ce
Move AiWander path finder to temporary storage ( Fixes #2082 )
2014-12-01 23:09:46 +01:00
terrorfisch
4eb1668467
references now initialized when they are needed
2014-10-10 23:32:15 +02:00
terrorfisch
730abf6841
Moved all variables in temporary storage for AiCombat and some more for AiWander.
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+Buxfix for previous AiWander changes
2014-10-10 00:16:17 +02:00
terrorfisch
4391c1fd00
Addded the parts of AiWander that I fully understand to the temporary storage.
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The rest should be done by someone who has a clearer overview over the class.
2014-10-08 22:11:45 +02:00
terrorfisch
0871d45790
Draft how to move temporary package state to CharacterController.
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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
780a48cd1e
Don't greet dead actors in AiWander
2014-09-09 00:43:12 +02:00