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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-31 06:32:39 +00:00

149 Commits

Author SHA1 Message Date
Evil Eye
8ca6f1ad49 Use destination cell 2023-11-19 10:53:50 +01:00
psi29a
664caa2fc1 Merge branch 'iseeyou' into 'master'
Prevent fleeing in inappropriate situations (bug #6932)

Closes #6932

See merge request OpenMW/openmw!3508
2023-10-26 16:24:10 +00:00
Alexei Kotov
3330907d7b Combat AI: Prefer picking reachable/visible targets (bug #6932) 2023-10-22 16:20:02 +03:00
Alexei Kotov
ee5ca066fd Allow talking with fleeing creatures (bug #7631) 2023-10-22 16:18:52 +03:00
florent.teppe
65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00
fteppe
125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00
elsid
843753da14
Remove unused includes 2022-10-09 16:44:18 +02:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
elsid
b8937a493a
Avoid manual memory management for MWMechanics::DerivedClassStorage 2022-07-16 17:13:16 +02:00
Evil Eye
3c83117e99 Replace new with make_unique in openmw 2022-05-29 13:24:48 +02:00
ζeh Matt
23615e653a
Mark getActivePackage const 2022-03-28 16:17:42 +03:00
elsid
595c2e0a8e
Use unique_ptr to manage AiPackage lifetime 2022-02-23 00:39:30 +01:00
ζeh Matt
b997e28e57
Fix #6633: AiSequence packages being removed incorrectly 2022-02-19 14:56:51 +02:00
ζeh Matt
0ce29a6131
Simplify logic in AiSequence::execute 2022-02-16 20:21:10 +02:00
ζeh Matt
e60e0b55eb
Fix potential another crash 2022-02-16 18:19:55 +02:00
ζeh Matt
83be3826ff
Fix #6618: Crash due to iterator invalidation 2022-02-16 18:19:10 +02:00
Matt
367bdcf0cc #6091: Optimize isInCombat 2022-02-12 23:50:41 +00:00
Petr Mikheev
6c56436809 Control AI packages from Lua 2022-02-06 15:01:51 +01:00
elsid
45db56b382
Rework fixed string
* Avoid inheritance.
* Define equality operators out of the class definition.
* Replace toString with toStringView where it doesn't make sense to create a string.
2022-01-28 18:39:09 +01:00
Bret Curtis
d1fb854521 move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo

esm typo
2022-01-23 17:04:48 +01:00
Evil Eye
d6f06fbf9a Remove allies from combat when stopping combat 2021-11-25 22:00:52 +01:00
Evil Eye
231da19aa4 Load repeat flag and use reset argument 2021-11-20 11:02:58 +01:00
Evil Eye
29921bf9fa Don't stack cast packages 2021-08-07 10:06:56 +02:00
jvoisin
1cd15613a6 Remove some useless headers in apps/openmw/mwmechanics 2021-05-15 22:14:08 +02:00
Alexei Dobrohotov
f5af09aed9 Fix AI sequence looping code (bug #5706) 2020-12-22 05:56:59 +03:00
Andrei Kortunov
e6036e13b9 Use more C++11 loops in game mechanics code 2020-07-25 15:54:49 +04:00
elsid
82893c30f4
Store package type id as enum except ESM 2020-06-11 21:02:27 +02:00
elsid
5b34ef224b
Replace AiPackage virtual methods by options 2020-06-06 12:00:17 +02:00
elsid
b67e18329e
Store AI packages as unique_ptr 2020-06-01 17:07:08 +02:00
elsid
ce7c47ee12
Return cloned AiPackage as unique_ptr 2020-06-01 17:07:08 +02:00
elsid
a4fbcb8a10
Remember package iterator to erase it from list without find call 2020-05-17 22:37:44 +02:00
elsid
d48eead038
Check type id of current package
If package is changed the following usage of it is not consistent.
2020-05-17 22:34:15 +02:00
elsid
ca93f8ee39
Compare initialized iterator
Comparsion of untilialized iterator is UB. Initialize with packages end.
2020-05-17 21:42:38 +02:00
elsid
e3cce0949e
Replace condition that may lead to UB by assert
If mPackages is empty it means package is a pointer to a deleted object
at line . We can assume it couldn't happen because execute is always called
next for this object at line 289.
2020-05-17 21:42:38 +02:00
Andrei Kortunov
9f27a0d095 Keep an AiWanderStorage when cloning an actor (bug #5267) 2020-03-10 12:22:21 +04:00
capostrophic
fc0f813dcb Add and use 'always active' AI package flag
Update documentation
2020-01-10 12:07:57 +03:00
capostrophic
2d87d287ba Handle out-of-range actors' travel packages (#5212) 2020-01-09 14:17:54 +03:00
Andrei Kortunov
61ab7f3c1e Implement actors movement deceleration (feature #4544) 2019-10-31 14:41:12 +04:00
Grigory Latyshev
3872d7476b Move makeOsgVec3f() to settingsutils.hpp
Remove all other makeOsgVec3f() implementations
2019-02-28 20:03:42 +00:00
Andrei Kortunov
3032b177a1 Remove redundant includes 2019-02-23 08:02:12 +04:00
Andrei Kortunov
2cac8b59b1 Use square distance to target 2018-08-29 17:20:32 +04:00
Marc Zinnschlag
20c53594de Merged merge request !36 2018-08-18 12:06:35 +02:00
James Carty
513e99148e Fix function with no return value 2018-08-17 20:18:20 +01:00
James Carty
6889432030 Move code to seperate functions for reusability 2018-08-16 00:26:02 +01:00
Andrei Kortunov
5a4d0cec3a Use new logging system for game itself 2018-08-14 23:05:43 +04:00
Andrei Kortunov
3d1daaebab Rework manual spellcasting (e.g. via scripts) 2018-07-12 16:24:25 +04:00
Andrei Kortunov
ec73011617 Clean temporary storage if we assign new AI package (bug #4464) 2018-06-27 12:52:43 +04:00
Andrei Kortunov
ee45f54b53 Refactor AiTemporaryStorage usage 2018-06-27 12:48:34 +04:00
Andrei Kortunov
6ed2773299 Do not stack return packages 2018-06-08 21:53:47 +04:00
Andrei Kortunov
74a2cbe696 AI: return back after pursuit 2018-06-08 21:53:47 +04:00