aicombat pathfinding workaround

actorid
cc9cii 11 years ago committed by Marc Zinnschlag
parent d780364842
commit 1bd2664cb0

@ -240,16 +240,20 @@ namespace MWMechanics
//target is at far distance: build path to target OR follow target (if previously actor had reached it once)
mFollowTarget = false;
buildNewPath(actor);
buildNewPath(actor); //not guaranteed, check before use
//delete visited path node
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
//try shortcut
if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
else
mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
//if buildNewPath() failed leave mTargetAngle unchanged
if(!mPathFinder.getPath().empty())
{
//try shortcut
if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
else
mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
}
mRotate = true;
mMovement.mPosition[1] = 1;
@ -300,9 +304,13 @@ namespace MWMechanics
dest.mZ = mTarget.getRefData().getPosition().pos[2];
Ogre::Vector3 newPathTarget = Ogre::Vector3(dest.mX, dest.mY, dest.mZ);
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
float dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
float dist = -1; //hack to indicate first time, to construct a new path
if(!mPathFinder.getPath().empty())
{
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
}
float targetPosThreshold;
bool isOutside = actor.getCell()->mCell->isExterior();
@ -311,7 +319,7 @@ namespace MWMechanics
else
targetPosThreshold = 100;
if(dist > targetPosThreshold)
if((dist < 0) || (dist > targetPosThreshold))
{
//construct new path only if target has moved away more than on <targetPosThreshold>
ESM::Position pos = actor.getRefData().getPosition();
@ -332,8 +340,11 @@ namespace MWMechanics
//maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path,
//not the actual path length. Here we should know if the new path is actually more effective.
//if(pathFinder2.getPathSize() < mPathFinder.getPathSize())
newPathFinder.syncStart(mPathFinder.getPath());
mPathFinder = newPathFinder;
if(!mPathFinder.getPath().empty())
{
newPathFinder.syncStart(mPathFinder.getPath());
mPathFinder = newPathFinder;
}
}
}
}

@ -391,6 +391,8 @@ namespace MWMechanics
void PathFinder::syncStart(const std::list<ESM::Pathgrid::Point> &path)
{
if (path.size() < 2)
return; //nothing to pop
std::list<ESM::Pathgrid::Point>::const_iterator oldStart = path.begin();
std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin();

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