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@ -686,7 +686,8 @@ namespace MWMechanics
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// If there is no path this actor doesn't go anywhere. See:
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// https://forum.openmw.org/viewtopic.php?t=1556
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// http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833
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if(!pathgrid || pathgrid->mPoints.empty())
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// Note: In order to wander, need at least two points.
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if(!pathgrid || (pathgrid->mPoints.size() < 2))
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mDistance = 0;
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// A distance value passed into the constructor indicates how far the
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@ -730,12 +731,37 @@ namespace MWMechanics
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}
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mCurrentNode = mAllowedNodes[index];
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mAllowedNodes.erase(mAllowedNodes.begin() + index);
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}
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// In vanilla Morrowind, sometimes distance is too small to include at least two points,
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// in which case, we will take the two closest points regardless of the wander distance
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// This is a backup option, as std::sort is potentially O(n^2) in time.
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if (mAllowedNodes.empty())
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{
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// Start with list of PathGrid nodes, sorted by distance from actor
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std::vector<PathDistance> nodeDistances;
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for (unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
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{
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float distance = npcPos.squaredDistance(PathFinder::MakeOgreVector3(pathgrid->mPoints[counter]));
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nodeDistances.push_back(std::make_pair(distance, &pathgrid->mPoints.at(counter)));
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}
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std::sort(nodeDistances.begin(), nodeDistances.end(), sortByDistance);
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mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
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// make closest node the current node
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mCurrentNode = *nodeDistances[0].second;
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// give Actor a 2nd node to walk to
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mAllowedNodes.push_back(*nodeDistances[1].second);
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}
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mStoredAvailableNodes = true; // set only if successful in finding allowed nodes
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}
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}
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bool AiWander::sortByDistance(const PathDistance& left, const PathDistance& right)
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{
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return left.first < right.first;
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}
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void AiWander::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::auto_ptr<ESM::AiSequence::AiWander> wander(new ESM::AiSequence::AiWander());
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