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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-30 12:32:36 +00:00

131 Commits

Author SHA1 Message Date
Hristos N. Triantafillou
63a27bbf99 Expose Wander option values to the Lua API (#7916) 2024-05-03 09:40:30 +00:00
elsid
b4868c6094
Filter evade directions by supported animations
To avoid trying those which will not lead to any actor movement due to absent
animation.
2023-07-22 17:30:40 +02:00
Evil Eye
8d8207b734 Refactor pathgrid indices to use size_t instead of int 2023-04-08 00:32:43 +00:00
florent.teppe
084207af64 Avoids a lot a special cases for ESM3 vs ESM4 cells. 2023-02-04 23:25:06 +01:00
florent.teppe
1caed2de2a Applies some review comments.
Proper visit for ESM::CellVariant

Fixed MWWorldCell constructor
2023-02-04 17:09:54 +01:00
florent.teppe
4e7cde5d72 applied some review changes.
crashfix tests
2023-01-30 20:49:34 +01:00
florent.teppe
562e129bd0 encapsulations of esm3 cell and esm4 cells. 2023-01-26 22:37:31 +01:00
Evil Eye
d40a9ec5bc Use worldspace coords in AiWanderStorage 2023-01-23 21:06:50 +01:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
elsid
a66c095ec3
Cleanup openmw class and mechanics includes 2022-08-19 15:46:39 +02:00
Alexei Kotov
b4f743ad60 Fix Wander idle chance 2022-08-02 15:55:29 +03:00
elsid
f5c2e09df9
Move AiTemporaryBase to a separate header 2022-07-16 17:13:16 +02:00
ζeh Matt
08fae7be6e
Pass the prng from world where appropriate 2022-03-21 17:49:42 +02:00
Evil Eye
ffd84502f9 Remove unimplemented method declaration 2021-05-09 19:07:15 +02:00
jvoisin
ee2446d5c4 Trim even more 2021-04-30 20:11:41 +02:00
elsid
675c0ab72f
Apply uniform random deviation to AI reaction timer
This allows to distribute AI reaction calls over time.

Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.

Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
2021-03-20 14:47:54 +01:00
Andrei Kortunov
874348fb46 Remove redundant code 2021-01-09 19:19:38 +04:00
Bret Curtis
5a824d0333 components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues 2020-10-22 23:57:53 +02:00
Petr Mikheev
b838782557 Avoid collisions between actors. 2020-09-22 22:50:44 +02:00
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
da8ea9d8c7
Mark not changing AiPackages fields as const 2020-06-04 23:12:23 +02:00
elsid
8e0934cbd8
Single AI package clone definition 2020-05-20 20:15:29 +02:00
elsid
103188b61d
Derive all AI package classes from template to support CRTP features 2020-05-20 20:15:29 +02:00
elsid
f566ab03ab
Mark overriden AiPackage methods as final 2020-05-17 22:19:50 +02:00
elsid
d86669843e
Remove unseud pointTolerance argument 2020-05-16 18:44:12 +02:00
elsid
256c9917a4
Make AiWander::isPackageCompleted const 2020-05-16 18:44:12 +02:00
elsid
131f2557b1
Split functions to remove redundant clearPath argument 2020-05-16 18:44:12 +02:00
elsid
b8513e0318
Remove unused arguments 2020-05-16 18:44:12 +02:00
Alexei Dobrohotov
7e6a533a29
Merge pull request #2695 from elsid/aiwander_check_destination
Add more destination checks for AiWander without pathgrid
2020-03-11 20:48:22 +03:00
Capostrophic
013953ec7f Support Wander movement deceleration 2020-02-11 13:50:53 +03:00
elsid
85414e2353
Check for line of sight for wander destination 2020-02-10 22:29:54 +01:00
Andrei Kortunov
1db51a9e08 Re-work wandering outside of initial cell (bug #5261, bug #5262) 2020-02-02 11:02:19 +04:00
Andrei Kortunov
69aceb5c1e Split greetings from AiWander (bug #4594) 2019-10-10 09:28:40 +04:00
elsid
6c46d929c2
Build path to first pathgrid node by navmesh 2019-08-03 16:10:55 +02:00
Capostrophic
cec55119ca Move idle dialogue playback from AiWander (bug #4594) 2019-01-26 16:36:48 +03:00
elsid
661da42bd2
Build path by navigator 2018-10-13 22:16:33 +03:00
elsid
eb10add0c4
Remove unused parameters 2018-10-13 22:16:22 +03:00
elsid
d0bc1b75e8
Remove unused parameters 2018-10-13 22:16:22 +03:00
elsid
c9f3064cbd
Update ObstacleCheck once per frame 2018-10-13 22:16:22 +03:00
Andrei Kortunov
e06f0b797a Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
Andrei Kortunov
ee45f54b53 Refactor AiTemporaryStorage usage 2018-06-27 12:48:34 +04:00
Andrei Kortunov
81f29d8dcd AiWander: resume moving to destination after combat 2018-06-08 21:53:47 +04:00
Andrei Kortunov
9d27eb197f AiWander: return to initial position only after combat 2018-06-08 21:53:47 +04:00
Andrei Kortunov
9943bd4d74 AiWander fast forwarding improvements (bug #3638) 2017-11-11 15:31:06 +04:00
Allofich
4f08084e79 Make stationary actors return to position on load
Also makes wandering actors resume their previous destination when an interrupting combat or pursuit ends.

(Fixes #3656)
2017-06-15 18:33:50 +09:00
Allofich
ff3e307059 Pass parameters by const reference 2017-04-20 23:47:03 +09:00
Leon Krieg
739cd5ba45 Fixed more spelling mistakes 2016-12-15 13:09:40 +01:00
mrcheko
a22fc43947 aiwander: reset path on cell change
remove redundant mIsWanderDestReady var
2016-09-05 15:18:34 +03:00
mrcheko
612c7f1a2f Revert "Revert "Merge pull request #993 from mrcheko/pathfinding""
This reverts commit 3732979eecb095a16e71180f52143d545c2c8ca5.
2016-08-19 22:15:26 +03:00