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Avoid build path through the ground for flying wandering creatures

This commit is contained in:
elsid 2019-03-20 01:04:07 +03:00
parent e82d65a2c7
commit e033b0c565
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@ -298,7 +298,8 @@ namespace MWMechanics
const auto currentPosition = actor.getRefData().getPosition().asVec3();
std::size_t attempts = 10; // If a unit can't wander out of water, don't want to hang here
bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
const bool isWaterCreature = actor.getClass().isPureWaterCreature(actor);
const bool isFlyingCreature = actor.getClass().isPureFlyingCreature(actor);
do {
// Determine a random location within radius of original position
const float wanderRadius = (0.2f + Misc::Rng::rollClosedProbability() * 0.8f) * wanderDistance;
@ -312,7 +313,7 @@ namespace MWMechanics
if (!isWaterCreature && destinationIsAtWater(actor, mDestination))
continue;
if (isWaterCreature && destinationThroughGround(currentPosition, mDestination))
if ((isWaterCreature || isFlyingCreature) && destinationThroughGround(currentPosition, mDestination))
continue;
const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(actor);