mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 19:56:38 +00:00 
			
		
		
		
	Make actor flee from a combat when cannot reach a target
This commit is contained in:
		
							parent
							
								
									c33b2e0100
								
							
						
					
					
						commit
						becccf3b5e
					
				
					 1 changed files with 19 additions and 0 deletions
				
			
		|  | @ -262,6 +262,25 @@ namespace MWMechanics | |||
|             // start new attack
 | ||||
|             storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat); | ||||
|         } | ||||
|         else if (!isRangedCombat && !mPathFinder.isPathConstructed() && storage.mCurrentAction->isAttackingOrSpell()) | ||||
|         { | ||||
|             const osg::Vec3f position = actor.getRefData().getPosition().asVec3(); | ||||
|             const osg::Vec3f destination = target.getRefData().getPosition().asVec3(); | ||||
|             const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(actor); | ||||
|             mPathFinder.buildPath(actor, position, destination, actor.getCell(), getPathGridGraph(actor.getCell()), | ||||
|                                   halfExtents, getNavigatorFlags(actor), getAreaCosts(actor)); | ||||
| 
 | ||||
|             if (!mPathFinder.isPathConstructed()) | ||||
|             { | ||||
|                 storage.stopAttack(); | ||||
|                 characterController.setAttackingOrSpell(false); | ||||
|                 currentAction.reset(new ActionFlee()); | ||||
|                 actionCooldown = currentAction->getActionCooldown(); | ||||
|                 storage.startFleeing(); | ||||
|                 MWBase::Environment::get().getDialogueManager()->say(actor, "flee"); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         return false; | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
		Loading…
	
		Reference in a new issue