Merge branch 'followthecrab' into 'master'

Stop combat when stacking a new AI package

Closes #7661

See merge request OpenMW/openmw!3665
macos_ci_fix
Alexei Kotov 1 year ago
commit 51cb3b08cb

@ -103,6 +103,7 @@
Bug #7647: NPC walk cycle bugs after greeting player
Bug #7654: Tooltips for enchantments with invalid effects cause crashes
Bug #7660: Some inconsistencies regarding Invisibility breaking
Bug #7661: Player followers should stop attacking newly recruited actors
Bug #7665: Alchemy menu is missing the ability to deselect and choose different qualities of an apparatus
Bug #7675: Successful lock spell doesn't produce a sound
Bug #7679: Scene luminance value flashes when toggling shaders

@ -6,6 +6,8 @@
#include <components/debug/debuglog.hpp>
#include <components/esm3/aisequence.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "actorutil.hpp"
#include "aiactivate.hpp"
@ -17,6 +19,7 @@
#include "aipursue.hpp"
#include "aitravel.hpp"
#include "aiwander.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
@ -365,7 +368,20 @@ namespace MWMechanics
// Stop combat when a non-combat AI package is added
if (isActualAiPackage(package.getTypeId()))
{
if (package.getTypeId() == MWMechanics::AiPackageTypeId::Follow
|| package.getTypeId() == MWMechanics::AiPackageTypeId::Escort)
{
const auto& mechanicsManager = MWBase::Environment::get().getMechanicsManager();
std::vector<MWWorld::Ptr> newAllies = mechanicsManager->getActorsSidingWith(package.getTarget());
std::vector<MWWorld::Ptr> allies = mechanicsManager->getActorsSidingWith(actor);
for (const auto& ally : allies)
ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(newAllies);
for (const auto& ally : newAllies)
ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(allies);
}
stopCombat();
}
// We should return a wandering actor back after combat, casting or pursuit.
// The same thing for actors without AI packages.

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