Update path following checks each frame in AiCombat.

sceneinput
dteviot 10 years ago
parent ad9bab0b68
commit 58f732ebc9

@ -429,6 +429,7 @@ namespace MWMechanics
// (within attack dist) || (not quite attack dist while following)
if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
{
mPathFinder.clearPath();
//Melee and Close-up combat
// getXAngleToDir determines vertical angle to target:
@ -528,9 +529,7 @@ namespace MWMechanics
buildNewPath(actor, target); //may fail to build a path, check before use
//delete visited path node
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1]);
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
// This works on the borders between the path grid and areas with no waypoints.
if(inLOS && mPathFinder.getPath().size() > 1)
{
@ -539,21 +538,16 @@ namespace MWMechanics
--pntIter;
osg::Vec3f vBeforeTarget(PathFinder::MakeOsgVec3(*pntIter));
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
if(distToTarget <= (vTargetPos - vBeforeTarget).length())
{
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
preferShortcut = true;
mPathFinder.clearPath();
}
}
// if there is no new path, then go straight on target
if(!preferShortcut)
if (!mPathFinder.isPathConstructed())
{
if(!mPathFinder.getPath().empty())
movement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
else
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
}
}
@ -573,9 +567,25 @@ namespace MWMechanics
void AiCombat::UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& desiredMovement)
{
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
actorMovementSettings = desiredMovement;
RotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
RotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
if (mPathFinder.isPathConstructed())
{
const ESM::Position& pos = actor.getRefData().getPosition();
if (mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1]))
{
actorMovementSettings.mPosition[1] = 0;
}
else
{
zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
actorMovementSettings.mPosition[1] = 1;
}
}
else
{
actorMovementSettings = desiredMovement;
RotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
RotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
}
}
void AiCombat::RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,

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