forked from mirror/openmw-tes3mp
Don't allow setting a new return position if there already is one and we haven't reached it yet
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1fd7a07b5e
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28ef236f0e
1 changed files with 28 additions and 20 deletions
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@ -341,26 +341,29 @@ namespace MWMechanics
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mChooseAction = false;
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mIdleNow = false;
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Ogre::Vector3 destNodePos = mReturnPosition;
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ESM::Pathgrid::Point dest;
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dest.mX = destNodePos[0];
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dest.mY = destNodePos[1];
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dest.mZ = destNodePos[2];
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// actor position is already in world co-ordinates
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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// don't take shortcuts for wandering
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mPathFinder.buildPath(start, dest, actor.getCell(), false);
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if(mPathFinder.isPathConstructed())
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if (!mPathFinder.isPathConstructed())
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{
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mMoveNow = false;
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mWalking = true;
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Ogre::Vector3 destNodePos = mReturnPosition;
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ESM::Pathgrid::Point dest;
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dest.mX = destNodePos[0];
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dest.mY = destNodePos[1];
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dest.mZ = destNodePos[2];
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// actor position is already in world co-ordinates
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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// don't take shortcuts for wandering
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mPathFinder.buildPath(start, dest, actor.getCell(), false);
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if(mPathFinder.isPathConstructed())
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{
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mMoveNow = false;
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mWalking = true;
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}
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}
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}
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@ -529,6 +532,7 @@ namespace MWMechanics
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mMoveNow = false;
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mWalking = false;
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mChooseAction = true;
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mHasReturnPosition = false;
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}
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return false; // AiWander package not yet completed
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@ -615,7 +619,11 @@ namespace MWMechanics
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void AiWander::setReturnPosition(const Ogre::Vector3& position)
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{
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mHasReturnPosition = true; mReturnPosition = position;
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if (!mHasReturnPosition)
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{
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mHasReturnPosition = true;
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mReturnPosition = position;
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}
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}
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void AiWander::getRandomIdle()
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