mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-26 09:35:28 +00:00
refactor AiCombat: remove all pathfinding code, adopt new version of
AiPackage::pathTo; fix couple of warnings;
This commit is contained in:
parent
b960b0af93
commit
bcb1f4ed05
@ -22,7 +22,6 @@ MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const
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}
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bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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@ -41,7 +41,7 @@ namespace MWMechanics
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float mTimerCombatMove;
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bool mReadyToAttack;
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bool mAttack;
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bool mFollowTarget;
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float mAttackRange;
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bool mCombatMove;
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osg::Vec3f mLastTargetPos;
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const MWWorld::CellStore* mCell;
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@ -50,8 +50,8 @@ namespace MWMechanics
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float mStrength;
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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osg::Vec3f mLastActorPos;
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MWMechanics::Movement mMovement;
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bool mAdjustAiming;
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AiCombatStorage():
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mAttackCooldown(0),
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@ -59,7 +59,7 @@ namespace MWMechanics
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mTimerCombatMove(0),
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mReadyToAttack(false),
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mAttack(false),
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mFollowTarget(false),
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mAttackRange(200), // default attack range (same as in Creature::Hit)
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mCombatMove(false),
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mLastTargetPos(0,0,0),
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mCell(NULL),
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@ -67,8 +67,9 @@ namespace MWMechanics
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mActionCooldown(0),
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mStrength(),
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mForceNoShortcut(false),
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mLastActorPos(0,0,0),
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mMovement(){}
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mMovement(),
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mAdjustAiming(false)
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{}
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void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
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void updateCombatMove(float duration);
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@ -139,6 +140,7 @@ namespace MWMechanics
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* Use the Observer Pattern to co-ordinate attacks, provide intelligence on
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* whether the target was hit, etc.
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*/
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bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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// get or create temporary storage
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@ -158,33 +160,33 @@ namespace MWMechanics
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return true;
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//Update every frame
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storage.mReadyToAttack = pathTo(actor, target.getRefData().getPosition().pos, duration, storage.mAttackRange);
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storage.updateCombatMove(duration);
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updateActorsMovement(actor, duration, storage.mMovement);
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if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
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storage.updateAttack(characterController);
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storage.mActionCooldown -= duration;
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float& timerReact = storage.mTimerReact;
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if(timerReact < AI_REACTION_TIME)
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if (timerReact < AI_REACTION_TIME)
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{
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timerReact += duration;
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return false;
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}
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else
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{
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timerReact = 0;
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return reactionTimeActions(actor, characterController, storage, target);
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attack(actor, target, storage, characterController);
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}
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return false;
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}
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bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
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AiCombatStorage& storage, MWWorld::Ptr target)
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void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
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{
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MWMechanics::Movement& movement = storage.mMovement;
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if (isTargetMagicallyHidden(target))
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{
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storage.stopAttack();
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return false; // TODO: run away instead of doing nothing
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return; // TODO: run away instead of doing nothing
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}
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const MWWorld::CellStore*& currentCell = storage.mCell;
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@ -199,10 +201,9 @@ namespace MWMechanics
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float& actionCooldown = storage.mActionCooldown;
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if (actionCooldown > 0)
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return false;
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return;
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float rangeAttack = 0;
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float rangeFollow = 0;
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float &rangeAttack = storage.mAttackRange;
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boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
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if (characterController.readyToPrepareAttack())
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{
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@ -210,6 +211,7 @@ namespace MWMechanics
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actionCooldown = currentAction->getActionCooldown();
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}
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float rangeFollow;
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if (currentAction.get())
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currentAction->getCombatRange(rangeAttack, rangeFollow);
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@ -243,7 +245,7 @@ namespace MWMechanics
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else //is creature
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{
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weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand;
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weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit)
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weapRange = 200; //TODO: use true attack range (the same problem in Creature::hit)
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}
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bool distantCombat = false;
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@ -253,55 +255,19 @@ namespace MWMechanics
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if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
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{
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rangeAttack = 1000;
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rangeFollow = 0; // not needed in ranged combat
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distantCombat = true;
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}
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else
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{
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rangeAttack = weapRange;
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rangeFollow = 300;
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}
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}
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else
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{
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distantCombat = (rangeAttack > 500);
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weapRange = 150.f;
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weapRange = 200;
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}
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bool& readyToAttack = storage.mReadyToAttack;
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// start new attack
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storage.startAttackIfReady(actor, characterController, weapon, distantCombat);
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/*
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* Some notes on meanings of variables:
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*
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* rangeAttack:
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*
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* - Distance where attack using the actor's weapon is possible:
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* longer for ranged weapons (obviously?) vs. melee weapons
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* - Determined by weapon's reach parameter; hardcoded value
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* for ranged weapon and for creatures
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* - Once within this distance mFollowTarget is triggered
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*
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* rangeFollow:
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*
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* - Applies to melee weapons or hand to hand only (or creatures without
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* weapons)
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* - Distance a little further away than the actor's weapon reach
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* i.e. rangeFollow > rangeAttack for melee weapons
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* - Hardcoded value (0 for ranged weapons)
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* - Once the target gets beyond this distance mFollowTarget is cleared
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* and a path to the target needs to be found
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*
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* mFollowTarget:
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*
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* - Once triggered, the actor follows the target with LOS shortcut
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* (the shortcut really only applies to cells where pathgrids are
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* available, since the default path without pathgrids is direct to
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* target even if LOS is not achieved)
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*/
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ESM::Position pos = actor.getRefData().getPosition();
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osg::Vec3f vActorPos(pos.asVec3());
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osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());
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@ -309,153 +275,49 @@ namespace MWMechanics
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osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
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float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
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osg::Vec3f& lastActorPos = storage.mLastActorPos;
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bool& followTarget = storage.mFollowTarget;
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bool isStuck = false;
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float speed = 0.0f;
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if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * AI_REACTION_TIME / 2)
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isStuck = true;
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lastActorPos = vActorPos;
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// check if actor can move along z-axis
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bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
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|| world->isFlying(actor);
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// can't fight if attacker can't go where target is. E.g. A fish can't attack person on land.
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if (distToTarget >= rangeAttack
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&& !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
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{
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// TODO: start fleeing?
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storage.stopAttack();
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return false;
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return;
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}
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// for distant combat we should know if target is in LOS even if distToTarget < rangeAttack
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bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
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// (within attack dist) || (not quite attack dist while following)
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if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
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if (storage.mReadyToAttack)
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{
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mPathFinder.clearPath();
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//Melee and Close-up combat
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// getXAngleToDir determines vertical angle to target:
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// if actor can move along z-axis it will control movement dir
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// if can't - it will control correct aiming.
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// note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
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storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);
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// start new attack
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storage.startAttackIfReady(actor, characterController, weapon, distantCombat);
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if (distantCombat)
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{
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// rotate actor taking into account target movement direction and projectile speed
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osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
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vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, weaptype,
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storage.mStrength);
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vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, weaptype, storage.mStrength);
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lastTargetPos = vTargetPos;
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MWMechanics::Movement& movement = storage.mMovement;
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movement.mRotation[0] = getXAngleToDir(vAimDir);
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movement.mRotation[2] = getZAngleToDir(vAimDir);
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}
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else
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{
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movement.mRotation[0] = getXAngleToDir(vAimDir);
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movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
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}
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// (not quite attack dist while following)
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if (followTarget && distToTarget > rangeAttack)
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{
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//Close-up combat: just run up on target
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storage.stopCombatMove();
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movement.mPosition[1] = 1;
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}
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else // (within attack dist)
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{
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storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);
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readyToAttack = true;
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//only once got in melee combat, actor is allowed to use close-up shortcutting
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followTarget = true;
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}
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storage.mAdjustAiming = distantCombat;
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}
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else // remote pathfinding
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{
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bool preferShortcut = false;
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if (!distantCombat) inLOS = world->getLOS(actor, target);
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// check if shortcut is available
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bool& forceNoShortcut = storage.mForceNoShortcut;
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ESM::Position& shortcutFailPos = storage.mShortcutFailPos;
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if(inLOS && (!isStuck || readyToAttack)
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&& (!forceNoShortcut || (shortcutFailPos.asVec3() - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
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{
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if(speed == 0.0f) speed = actorClass.getSpeed(actor);
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// maximum dist before pit/obstacle for actor to avoid them depending on his speed
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float maxAvoidDist = AI_REACTION_TIME * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
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preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vAimDir.x(), vAimDir.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
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}
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// don't use pathgrid when actor can move in 3 dimensions
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if (canMoveByZ)
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{
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preferShortcut = true;
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movement.mRotation[0] = getXAngleToDir(vAimDir);
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}
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if(preferShortcut)
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{
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movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos));
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forceNoShortcut = false;
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shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
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mPathFinder.clearPath();
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}
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else // if shortcut failed stick to path grid
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{
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if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f)
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{
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forceNoShortcut = true;
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shortcutFailPos = pos;
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}
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followTarget = false;
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buildNewPath(actor, target);
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// should always return a path (even if it's just go straight on target.)
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assert(mPathFinder.isPathConstructed());
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}
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if (readyToAttack)
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{
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// to stop possible sideway moving after target moved out of attack range
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storage.stopCombatMove();
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readyToAttack = false;
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}
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movement.mPosition[1] = 1;
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}
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return false;
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}
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void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, MWMechanics::Movement& desiredMovement)
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void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage)
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{
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// apply combat movement
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MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
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if (mPathFinder.isPathConstructed())
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actorMovementSettings.mPosition[0] = storage.mMovement.mPosition[0];
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actorMovementSettings.mPosition[1] = storage.mMovement.mPosition[1];
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actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
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if (storage.mAdjustAiming)
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{
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const ESM::Position& pos = actor.getRefData().getPosition();
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if (mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1]))
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{
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actorMovementSettings.mPosition[1] = 0;
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}
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else
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{
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evadeObstacles(actor, duration, pos);
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}
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}
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else
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{
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actorMovementSettings = desiredMovement;
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rotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
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rotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
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rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement);
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rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement);
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}
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}
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@ -474,35 +336,6 @@ namespace MWMechanics
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}
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}
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bool AiCombat::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
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{
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if (!mPathFinder.getPath().empty())
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{
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osg::Vec3f currPathTarget(PathFinder::MakeOsgVec3(mPathFinder.getPath().back()));
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osg::Vec3f newPathTarget = PathFinder::MakeOsgVec3(dest);
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float dist = (newPathTarget - currPathTarget).length();
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float targetPosThreshold = (cell->isExterior()) ? 300.0f : 100.0f;
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return dist > targetPosThreshold;
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}
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else
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{
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// necessarily construct a new path
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return true;
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}
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}
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void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
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{
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ESM::Pathgrid::Point newPathTarget = PathFinder::MakePathgridPoint(target.getRefData().getPosition());
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//construct new path only if target has moved away more than on [targetPosThreshold]
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if (doesPathNeedRecalc(newPathTarget, actor.getCell()->getCell()))
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{
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actor.getRefData().getPosition()));
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mPathFinder.buildSyncedPath(start, newPathTarget, actor.getCell());
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}
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}
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int AiCombat::getTypeId() const
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{
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return TypeIdCombat;
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@ -542,13 +375,13 @@ namespace MWMechanics
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mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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// only NPCs are smart enough to use dodge movements
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// dodge movements (for NPCs only)
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else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
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{
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//apply sideway movement (kind of dodging) with some probability
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if (Misc::Rng::rollClosedProbability() < 0.25)
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{
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mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
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mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
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mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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@ -53,19 +53,14 @@ namespace MWMechanics
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virtual void writeState(ESM::AiSequence::AiSequence &sequence) const;
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protected:
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virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell);
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private:
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int mTargetActorId;
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void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
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bool reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
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AiCombatStorage& storage, MWWorld::Ptr target);
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void attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController);
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/// Transfer desired movement (from AiCombatStorage) to Actor
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void updateActorsMovement(const MWWorld::Ptr& actor, float duration, MWMechanics::Movement& movement);
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void updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage);
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void rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
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MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement);
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};
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@ -72,7 +72,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
|
||||
|
||||
if (!mIsShortcutting)
|
||||
{
|
||||
if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell()->getCell())) // only rebuild path if the target has moved
|
||||
if (wasShortcutting || doesPathNeedRecalc(dest)) // only rebuild path if the target has moved
|
||||
{
|
||||
mPathFinder.buildSyncedPath(start, dest, actor.getCell());
|
||||
|
||||
@ -226,13 +226,11 @@ bool MWMechanics::AiPackage::checkWayIsClearForActor(const ESM::Pathgrid::Point&
|
||||
return isClear;
|
||||
}
|
||||
|
||||
bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell)
|
||||
bool MWMechanics::AiPackage::doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest)
|
||||
{
|
||||
bool needRecalc = distance(mPrevDest, dest) > 10;
|
||||
if (needRecalc)
|
||||
mPrevDest = dest;
|
||||
if (mPathFinder.getPath().empty()) return true;
|
||||
|
||||
return needRecalc;
|
||||
return (distance(mPathFinder.getPath().back(), newDest) > 10);
|
||||
}
|
||||
|
||||
bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
|
||||
|
@ -95,7 +95,7 @@ namespace MWMechanics
|
||||
/// Check if the way to the destination is clear, taking into account actor speed
|
||||
bool checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor);
|
||||
|
||||
virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell);
|
||||
virtual bool doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest);
|
||||
|
||||
void evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos);
|
||||
|
||||
@ -105,7 +105,6 @@ namespace MWMechanics
|
||||
|
||||
float mTimer;
|
||||
|
||||
ESM::Pathgrid::Point mPrevDest;
|
||||
osg::Vec3f mLastActorPos;
|
||||
|
||||
bool mIsShortcutting; // if shortcutting at the moment
|
||||
|
@ -35,7 +35,6 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
|
||||
if(actor.getClass().getCreatureStats(actor).isDead())
|
||||
return true;
|
||||
|
||||
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
|
||||
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); //The target to follow
|
||||
|
||||
if(target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
|
||||
|
Loading…
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Reference in New Issue
Block a user