Evil Eye
ffd84502f9
Remove unimplemented method declaration
2021-05-09 19:07:15 +02:00
jvoisin
ee2446d5c4
Trim even more
2021-04-30 20:11:41 +02:00
elsid
675c0ab72f
Apply uniform random deviation to AI reaction timer
...
This allows to distribute AI reaction calls over time.
Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.
Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
2021-03-20 14:47:54 +01:00
Andrei Kortunov
874348fb46
Remove redundant code
2021-01-09 19:19:38 +04:00
Bret Curtis
5a824d0333
components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues
2020-10-22 23:57:53 +02:00
Petr Mikheev
b838782557
Avoid collisions between actors.
2020-09-22 22:50:44 +02:00
elsid
82893c30f4
Store package type id as enum except ESM
2020-06-11 21:02:27 +02:00
elsid
5b34ef224b
Replace AiPackage virtual methods by options
2020-06-06 12:00:17 +02:00
elsid
da8ea9d8c7
Mark not changing AiPackages fields as const
2020-06-04 23:12:23 +02:00
elsid
8e0934cbd8
Single AI package clone definition
2020-05-20 20:15:29 +02:00
elsid
103188b61d
Derive all AI package classes from template to support CRTP features
2020-05-20 20:15:29 +02:00
elsid
f566ab03ab
Mark overriden AiPackage methods as final
2020-05-17 22:19:50 +02:00
elsid
d86669843e
Remove unseud pointTolerance argument
2020-05-16 18:44:12 +02:00
elsid
256c9917a4
Make AiWander::isPackageCompleted const
2020-05-16 18:44:12 +02:00
elsid
131f2557b1
Split functions to remove redundant clearPath argument
2020-05-16 18:44:12 +02:00
elsid
b8513e0318
Remove unused arguments
2020-05-16 18:44:12 +02:00
Alexei Dobrohotov
7e6a533a29
Merge pull request #2695 from elsid/aiwander_check_destination
...
Add more destination checks for AiWander without pathgrid
2020-03-11 20:48:22 +03:00
Capostrophic
013953ec7f
Support Wander movement deceleration
2020-02-11 13:50:53 +03:00
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
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
cec55119ca
Move idle dialogue playback from AiWander (bug #4594 )
2019-01-26 16:36:48 +03:00
elsid
661da42bd2
Build path by navigator
2018-10-13 22:16:33 +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
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Andrei Kortunov
ee45f54b53
Refactor AiTemporaryStorage usage
2018-06-27 12:48:34 +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
Andrei Kortunov
9943bd4d74
AiWander fast forwarding improvements (bug #3638 )
2017-11-11 15:31:06 +04:00
Allofich
4f08084e79
Make stationary actors return to position on load
...
Also makes wandering actors resume their previous destination when an interrupting combat or pursuit ends.
(Fixes #3656 )
2017-06-15 18:33:50 +09:00
Allofich
ff3e307059
Pass parameters by const reference
2017-04-20 23:47:03 +09:00
Leon Krieg
739cd5ba45
Fixed more spelling mistakes
2016-12-15 13:09:40 +01:00
mrcheko
a22fc43947
aiwander: reset path on cell change
...
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"
...
This reverts commit 5190275b37
, reversing
changes made to d7845012bf
.
2016-08-14 18:04:33 +02:00
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
mrcheko
0793e4a80e
refactor pathfinding code in AiWander: use AiPackage::pathTo, reuse AiPackage::ObstacleCheck
2016-07-05 21:38:41 +03:00
Allofich
b1be3596dc
Cleanup of #include statements
2016-06-18 10:56:28 +09:00
Allofich
c2b51112f2
AI package cleanups
2016-06-16 17:17:56 +09:00
scrawl
37afe966cf
Update comment
2016-06-11 21:25:40 +02:00
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
Austin Salgat
e9157e9200
Fix idle animation and Fix water creature manual wandering
2016-04-16 20:38:58 -05:00
Austin Salgat
84179c262f
Update manual wandering to prevent actor from leaving/entering water
...
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
...
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