Use 2D distance for fight rating of vertically moving actors (bug #4961)

pull/2412/head
Capostrophic 5 years ago
parent a02f730a77
commit 25e52f7dfe

@ -77,6 +77,7 @@
Bug #4945: Poor random magic magnitude distribution
Bug #4947: Player character doesn't use lip animation
Bug #4948: Footstep sounds while levitating on ground level
Bug #4961: Flying creature combat engagement takes z-axis into account
Bug #4963: Enchant skill progress is incorrect
Bug #4964: Multiple effect spell projectile sounds play louder than vanilla
Bug #4965: Global light attenuation settings setup is lacking

@ -3,6 +3,7 @@
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
namespace MWMechanics
@ -16,4 +17,10 @@ namespace MWMechanics
{
return MWBase::Environment::get().getWorld()->getPlayer().isInCombat();
}
bool canActorMoveByZAxis(const MWWorld::Ptr& actor)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
return (actor.getClass().canSwim(actor) && world->isSwimming(actor)) || world->isFlying(actor);
}
}

@ -10,6 +10,7 @@ namespace MWMechanics
{
MWWorld::Ptr getPlayer();
bool isPlayerInCombat();
bool canActorMoveByZAxis(const MWWorld::Ptr& actor);
}
#endif

@ -402,9 +402,3 @@ DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::
return result;
}
bool MWMechanics::AiPackage::canActorMoveByZAxis(const MWWorld::Ptr& actor) const
{
MWBase::World* world = MWBase::Environment::get().getWorld();
return (actor.getClass().canSwim(actor) && world->isSwimming(actor)) || world->isFlying(actor) || !world->isActorCollisionEnabled(actor);
}

@ -130,8 +130,6 @@ namespace MWMechanics
DetourNavigator::Flags getNavigatorFlags(const MWWorld::Ptr& actor) const;
bool canActorMoveByZAxis(const MWWorld::Ptr& actor) const;
// TODO: all this does not belong here, move into temporary storage
PathFinder mPathFinder;
ObstacleCheck mObstacleCheck;

@ -215,11 +215,7 @@ namespace MWMechanics
getAllowedNodes(actor, currentCell->getCell(), storage);
}
bool actorCanMoveByZ = (actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
|| MWBase::Environment::get().getWorld()->isFlying(actor)
|| !MWBase::Environment::get().getWorld()->isActorCollisionEnabled(actor);
if(actorCanMoveByZ && mDistance > 0) {
if (canActorMoveByZAxis(actor) && mDistance > 0) {
// Typically want to idle for a short time before the next wander
if (Misc::Rng::rollDice(100) >= 92 && storage.mState != AiWanderStorage::Wander_Walking) {
wanderNearStart(actor, storage, mDistance);

@ -475,6 +475,11 @@ namespace MWMechanics
{
osg::Vec3f pos1 (actor1.getRefData().getPosition().asVec3());
osg::Vec3f pos2 (actor2.getRefData().getPosition().asVec3());
if (canActorMoveByZAxis(actor2))
{
pos1.z() = 0.f;
pos2.z() = 0.f;
}
float d = (pos1 - pos2).length();

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