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Open door when it is on the way to a next path point
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17991164e4
commit
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@ -306,6 +306,8 @@ namespace MWBase
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virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0;
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virtual MWWorld::Ptr castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask) const = 0;
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virtual void setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) = 0;
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virtual bool isActorCollisionEnabled(const MWWorld::Ptr& ptr) = 0;
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@ -13,6 +13,8 @@
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwphysics/collisiontype.hpp"
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#include "pathgrid.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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@ -234,6 +236,9 @@ void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
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// note: AiWander currently does not open doors
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if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == 0)
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{
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if (!isDoorOnTheWay(actor, door))
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return;
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if ((door.getCellRef().getTrap().empty() && door.getCellRef().getLockLevel() <= 0 ))
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{
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world->activate(door, actor);
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@ -402,3 +407,16 @@ DetourNavigator::Flags MWMechanics::AiPackage::getNavigatorFlags(const MWWorld::
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return result;
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}
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bool MWMechanics::AiPackage::isDoorOnTheWay(const MWWorld::Ptr& actor, const MWWorld::Ptr& door) const
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{
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if (mPathFinder.getPathSize() == 0)
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return false;
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const auto world = MWBase::Environment::get().getWorld();
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const auto halfExtents = world->getHalfExtents(actor);
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const auto position = actor.getRefData().getPosition().asVec3() + osg::Vec3f(0, 0, halfExtents.z());
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const auto destination = mPathFinder.getPath().front() + osg::Vec3f(0, 0, halfExtents.z());
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return world->castRay(position, destination, MWPhysics::CollisionType_Door) == door;
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}
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@ -147,6 +147,8 @@ namespace MWMechanics
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private:
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bool isNearInactiveCell(osg::Vec3f position);
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bool isDoorOnTheWay(const MWWorld::Ptr& actor, const MWWorld::Ptr& door) const;
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};
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}
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@ -1610,8 +1610,13 @@ namespace MWWorld
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osg::Vec3f a(x1,y1,z1);
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osg::Vec3f b(x2,y2,z2);
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
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return result.mHit;
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return !castRay(a, b, mask).isEmpty();
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}
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MWWorld::Ptr World::castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask) const
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{
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const auto result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
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return result.mHit ? result.mHitObject : MWWorld::Ptr();
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}
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void World::processDoors(float duration)
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@ -420,6 +420,8 @@ namespace MWWorld
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bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override;
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MWWorld::Ptr castRay (const osg::Vec3f& from, const osg::Vec3f& to, int mask) const override;
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void setActorCollisionMode(const Ptr& ptr, bool internal, bool external) override;
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bool isActorCollisionEnabled(const Ptr& ptr) override;
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