mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-31 17:45:35 +00:00
AiWander, use closest two points if distance is too small (Fixes #1317)
In AiWander, if wander distance is set too small to get two points, take the closest two points.
This commit is contained in:
parent
b7867d6f0a
commit
be6ee927b9
2 changed files with 36 additions and 3 deletions
|
@ -686,7 +686,8 @@ namespace MWMechanics
|
|||
// If there is no path this actor doesn't go anywhere. See:
|
||||
// https://forum.openmw.org/viewtopic.php?t=1556
|
||||
// http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
|
||||
if(!pathgrid || pathgrid->mPoints.empty())
|
||||
// Note: In order to wander, need at least two points.
|
||||
if(!pathgrid || (pathgrid->mPoints.size() < 2))
|
||||
mDistance = 0;
|
||||
|
||||
// A distance value passed into the constructor indicates how far the
|
||||
|
@ -730,12 +731,37 @@ namespace MWMechanics
|
|||
}
|
||||
mCurrentNode = mAllowedNodes[index];
|
||||
mAllowedNodes.erase(mAllowedNodes.begin() + index);
|
||||
|
||||
mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
|
||||
}
|
||||
|
||||
// In vanilla Morrowind, sometimes distance is too small to include at least two points,
|
||||
// in which case, we will take the two closest points regardless of the wander distance
|
||||
// This is a backup option, as std::sort is potentially O(n^2) in time.
|
||||
if (mAllowedNodes.empty())
|
||||
{
|
||||
// Start with list of PathGrid nodes, sorted by distance from actor
|
||||
std::vector<PathDistance> nodeDistances;
|
||||
for (unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
|
||||
{
|
||||
float distance = npcPos.squaredDistance(PathFinder::MakeOgreVector3(pathgrid->mPoints[counter]));
|
||||
nodeDistances.push_back(std::make_pair(distance, &pathgrid->mPoints.at(counter)));
|
||||
}
|
||||
std::sort(nodeDistances.begin(), nodeDistances.end(), sortByDistance);
|
||||
|
||||
// make closest node the current node
|
||||
mCurrentNode = *nodeDistances[0].second;
|
||||
|
||||
// give Actor a 2nd node to walk to
|
||||
mAllowedNodes.push_back(*nodeDistances[1].second);
|
||||
}
|
||||
mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
|
||||
}
|
||||
}
|
||||
|
||||
bool AiWander::sortByDistance(const PathDistance& left, const PathDistance& right)
|
||||
{
|
||||
return left.first < right.first;
|
||||
}
|
||||
|
||||
void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
|
||||
{
|
||||
std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
|
||||
|
|
|
@ -122,6 +122,13 @@ namespace MWMechanics
|
|||
|
||||
/// lookup table for converting idleSelect value to groupName
|
||||
static const std::string sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1];
|
||||
|
||||
/// record distances of pathgrid point nodes to actor
|
||||
/// first value is distance between actor and node, second value is PathGrid node
|
||||
typedef std::pair<float, const ESM::Pathgrid::Point*> PathDistance;
|
||||
|
||||
/// used to sort array of PathDistance objects into ascending order
|
||||
static bool sortByDistance(const PathDistance& left, const PathDistance& right);
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue