Handle out-of-range actors' travel packages (#5212)

pull/2659/head
capostrophic 5 years ago
parent 22a0549e73
commit 2d87d287ba

@ -180,6 +180,7 @@
Bug #5209: Spellcasting ignores race height
Bug #5210: AiActivate allows actors to open dialogue and inventory windows
Bug #5211: Screen fades in if the first loaded save is in interior cell
Bug #5212: AiTravel does not work for actors outside of AI processing range
Bug #5213: SameFaction script function is broken
Bug #5218: Crash when disabling ToggleBorders
Bug #5220: GetLOS crashes when actor isn't loaded

@ -1695,6 +1695,11 @@ namespace MWMechanics
}
}
}
else if (aiActive && iter->first != player && isConscious(iter->first))
{
CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first);
stats.getAiSequence().execute(iter->first, *ctrl, duration, /*outOfRange*/true);
}
if(iter->first.getClass().isNpc())
{
@ -1722,7 +1727,10 @@ namespace MWMechanics
{
const float dist = (playerPos - iter->first.getRefData().getPosition().asVec3()).length();
bool isPlayer = iter->first == player;
bool inRange = isPlayer || dist <= mActorsProcessingRange;
CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first);
int packageId = stats.getAiSequence().getTypeId();
bool travelling = (packageId == AiPackage::TypeIdTravel) || (packageId == AiPackage::TypeIdInternalTravel);
bool inRange = isPlayer || dist <= mActorsProcessingRange || travelling;
int activeFlag = 1; // Can be changed back to '2' to keep updating bounding boxes off screen (more accurate, but slower)
if (isPlayer)
activeFlag = 2;

@ -198,7 +198,7 @@ bool isActualAiPackage(int packageTypeId)
packageTypeId <= AiPackage::TypeIdActivate);
}
void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& characterController, float duration)
void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& characterController, float duration, bool outOfRange)
{
if(actor != getPlayer())
{
@ -214,7 +214,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
if (isActualAiPackage(packageTypeId))
mLastAiPackage = packageTypeId;
// if active package is combat one, choose nearest target
if (packageTypeId == AiPackage::TypeIdCombat)
if (!outOfRange && packageTypeId == AiPackage::TypeIdCombat)
{
std::list<AiPackage *>::iterator itActualCombat;
@ -272,6 +272,10 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
try
{
if (outOfRange && packageTypeId != AiPackage::TypeIdTravel
&& packageTypeId != AiPackage::TypeIdInternalTravel)
return;
if (package->execute (actor, characterController, mAiState, duration))
{
// Put repeating noncombat AI packages on the end of the stack so they can be used again

@ -110,7 +110,7 @@ namespace MWMechanics
void stopPursuit();
/// Execute current package, switching if needed.
void execute (const MWWorld::Ptr& actor, CharacterController& characterController, float duration);
void execute (const MWWorld::Ptr& actor, CharacterController& characterController, float duration, bool outOfRange=false);
/// Simulate the passing of time using the currently active AI package
void fastForward(const MWWorld::Ptr &actor);

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