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Avoid killing AIWander and AITravel when far away
This fixes the problem of certain NPCs not wandering because they happened to spawn near a cell border away from the player, which immediately "completed" the wander package. AIWander can't cause NPCs to cross cell boundaries, so there's no risk of them walking into an unloaded to. AITravel will now simply stop moving, and resume later when the cell is loaded.
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@ -33,46 +33,48 @@ namespace MWMechanics
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bool AiTravel::execute (const MWWorld::Ptr& actor)
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::Position pos = actor.getRefData().getPosition();
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bool cellChange = actor.getCell()->mCell->mData.mX != cellX || actor.getCell()->mCell->mData.mY != cellY;
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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Movement &movement = actor.getClass().getMovementSettings(actor);
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const ESM::Cell *cell = actor.getCell()->mCell;
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if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
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MWWorld::Ptr player = world->getPlayer().getPlayer();
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if(cell->mData.mX != player.getCell()->mCell->mData.mX)
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{
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int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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if(sideX * (pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE /
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2.0 - 200))
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int sideX = sgn(cell->mData.mX - player.getCell()->mCell->mData.mX);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) >
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sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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movement.mPosition[1] = 0;
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return false;
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}
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}
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if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
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if(cell->mData.mY != player.getCell()->mCell->mData.mY)
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{
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int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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if(sideY * (pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE /
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2.0 - 200))
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int sideY = sgn(cell->mData.mY - player.getCell()->mCell->mData.mY);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) >
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sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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return true;
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movement.mPosition[1] = 0;
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return false;
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}
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}
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const ESM::Pathgrid *pathgrid = world->getStore().get<ESM::Pathgrid>().search(*cell);
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bool cellChange = cell->mData.mX != cellX || cell->mData.mY != cellY;
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if(!mPathFinder.isPathConstructed() || cellChange)
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{
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cellX = actor.getCell()->mCell->mData.mX;
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cellY = actor.getCell()->mCell->mData.mY;
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cellX = cell->mData.mX;
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cellY = cell->mData.mY;
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float xCell = 0;
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float yCell = 0;
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if (actor.getCell()->mCell->isExterior())
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if(cell->isExterior())
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{
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xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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xCell = cell->mData.mX * ESM::Land::REAL_SIZE;
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yCell = cell->mData.mY * ESM::Land::REAL_SIZE;
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}
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ESM::Pathgrid::Point dest;
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@ -90,13 +92,13 @@ namespace MWMechanics
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if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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movement.mPosition[1] = 0;
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return true;
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}
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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world->rotateObject(actor, 0, 0, zAngle, false);
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movement.mPosition[1] = 1;
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return false;
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}
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@ -65,10 +65,11 @@ namespace MWMechanics
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bool AiWander::execute (const MWWorld::Ptr& actor)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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if(mDuration)
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{
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// End package if duration is complete or mid-night hits:
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MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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MWWorld::TimeStamp currentTime = world->getTimeStamp();
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if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
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{
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if(!mRepeat)
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@ -96,8 +97,7 @@ namespace MWMechanics
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if(!mStoredAvailableNodes)
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{
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mStoredAvailableNodes = true;
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mPathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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mPathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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mCellX = actor.getCell()->mCell->mData.mX;
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mCellY = actor.getCell()->mCell->mData.mY;
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@ -150,37 +150,8 @@ namespace MWMechanics
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}
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}
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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bool cellChange = actor.getCell()->mCell->mData.mX != mCellX || actor.getCell()->mCell->mData.mY != mCellY;
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if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
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{
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int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
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// Check if actor is near the border of an inactive cell. If so, disable AiWander.
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// FIXME: This *should* pause the AiWander package instead of terminating it.
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if(sideX * (pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE /
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2.0 - 200))
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{
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stopWalking(actor);
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return true;
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}
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}
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if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
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{
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int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
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// Check if actor is near the border of an inactive cell. If so, disable AiWander.
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// FIXME: This *should* pause the AiWander package instead of terminating it.
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if(sideY * (pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE /
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2.0 - 200))
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{
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stopWalking(actor);
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return true;
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}
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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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if(mDistance && (cellChange || (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY)))
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if(mDistance && (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY))
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mDistance = 0;
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if(mChooseAction)
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@ -207,7 +178,7 @@ namespace MWMechanics
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else
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{
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// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
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MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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MWWorld::TimeStamp currentTime = world->getTimeStamp();
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mStartTime = currentTime;
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playIdle(actor, mPlayedIdle);
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mChooseAction = false;
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@ -264,7 +235,7 @@ namespace MWMechanics
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if(mWalking)
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{
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle,false);
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world->rotateObject(actor, 0, 0, zAngle, false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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// Unclog path nodes by allowing the NPC to be a small distance away from the center. This way two NPCs can be
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@ -275,7 +246,7 @@ namespace MWMechanics
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actorPos[1] = actorPos[1] - mYCell;
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float distance = actorPos.squaredDistance(destNodePos);
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if(distance < 1200 || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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if(distance < 32*32 || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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{
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stopWalking(actor);
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mMoveNow = false;
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