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Fix idle animation and Fix water creature manual wandering
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@ -16,7 +16,6 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/customdata.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
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@ -253,14 +252,16 @@ namespace MWMechanics
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// Typically want to idle for a short time before the next wander
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if (Misc::Rng::rollDice(100) >= 96) {
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wanderNearStart(actor, storage, mDistance);
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} else {
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storage.setState(Wander_IdleNow);
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}
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} else if (mAllowedNodes.empty() && !storage.mIsWanderingManually) {
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storage.mCanWanderAlongPathGrid = false;
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}
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// If Wandering manually and hit an obstacle, stop
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if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration*10.0f, 2.5f)) {
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stopWalking(actor, storage);
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if (storage.mIsWanderingManually && mObstacleCheck.check(actor, duration, 2.0f)) {
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completeManualWalking(actor, storage);
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}
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// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
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@ -293,6 +294,8 @@ namespace MWMechanics
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setPathToAnAllowedNode(actor, storage, pos);
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}
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}
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} else if (storage.mIsWanderingManually && storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE)) {
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completeManualWalking(actor, storage);
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}
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return false; // AiWander package not yet completed
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@ -365,7 +368,7 @@ namespace MWMechanics
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// Check if land creature will walk onto water or if water creature will swim onto land
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if ((!isWaterCreature && !destinationIsAtWater(actor, destination)) ||
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(isWaterCreature && destinationThroughGround(currentPositionVec3f, destination))) {
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(isWaterCreature && !destinationThroughGround(currentPositionVec3f, destination))) {
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storage.mPathFinder.buildSyncedPath(currentPosition, destinationPosition, actor.getCell(), true);
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storage.mPathFinder.addPointToPath(destinationPosition);
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storage.setState(Wander_Walking, true);
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@ -392,6 +395,12 @@ namespace MWMechanics
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destination.x(), destination.y(), destination.z());
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}
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void AiWander::completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) {
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stopWalking(actor, storage);
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mObstacleCheck.clear();
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storage.setState(Wander_IdleNow);
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}
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void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage, ESM::Position& pos)
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{
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switch (storage.mState)
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@ -97,6 +97,7 @@ namespace MWMechanics
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void wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance);
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bool destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f& destination);
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bool destinationThroughGround(const osg::Vec3f& startPoint, const osg::Vec3f& destination);
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void completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage);
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int mDistance; // how far the actor can wander from the spawn point
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int mDuration;
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