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Merge pull request #2535 from akortunov/activate

Implement vanilla-style AiActivate
This commit is contained in:
Alexei Dobrohotov 2019-09-26 00:42:43 +03:00 committed by GitHub
commit e744090339
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2 changed files with 10 additions and 6 deletions

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@ -27,6 +27,7 @@
Bug #4383: Bow model obscures crosshair when arrow is drawn
Bug #4384: Resist Normal Weapons only checks ammunition for ranged weapons
Bug #4411: Reloading a saved game while falling prevents damage in some cases
Bug #4456: AiActivate should not be cancelled after target activation
Bug #4540: Rain delay when exiting water
Bug #4600: Crash when no sound output is available or --no-sound is used.
Bug #4639: Black screen after completing first mages guild mission + training

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@ -9,6 +9,7 @@
#include "creaturestats.hpp"
#include "movement.hpp"
#include "steering.hpp"
namespace MWMechanics
{
@ -33,16 +34,18 @@ namespace MWMechanics
if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
return true;
//Set the target destination for the actor
const osg::Vec3f dest = target.getRefData().getPosition().asVec3();
// Turn to target and move to it directly, without pathfinding.
const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();
if (pathTo(actor, dest, duration, MWBase::Environment::get().getWorld()->getMaxActivationDistance())) //Stop when you get in activation range
zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
{
// activate when reached
// Note: we intentionally do not cancel package after activation here for backward compatibility with original engine.
MWBase::Environment::get().getWorld()->activate(target, actor);
return true;
}
return false;
}