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Commit Graph

30 Commits

Author SHA1 Message Date
scrawl
0fe9612afb Implement basic spellcasting AI (Fixes #961)
Select a weapon to attack with in AiCombat and equip it (Fixes #1609, Fixes #1772)
2014-08-28 00:55:37 +02:00
scrawl
523c2715e3 AiCombat: Handle Start to Min and Min to Max durations of 0 (found in Riekling animation) 2014-06-28 01:31:34 +02:00
scrawl
fe5bbfce3c Merge branch 'master' of https://github.com/OpenMW/openmw
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
2014-06-13 19:31:33 +02:00
scrawl
a54ac579a5 Savegame: Store AiSequence 2014-06-13 02:26:52 +02:00
mrcheko
67abc60264 aiming to moving target in ranged combat ai
1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
2014-06-08 20:59:26 +04:00
mrcheko
aa5647b45e merge master, resolve conflicts 2014-05-17 19:20:57 +04:00
mrcheko
5be37f04ef Feature 1314: make npc fight creatures 2014-05-16 00:03:48 +04:00
scrawl
0bc33fa86a Revert "AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor)"
Apparently not working for AiCombat due to its higher getPriority(). What should we do here?

This reverts commit a6e1d7ffd6.
2014-05-15 10:14:47 +02:00
scrawl
a6e1d7ffd6 AiCombat: Removed obsolete door back-off code (now handled in AiAvoidDoor) 2014-05-15 09:54:10 +02:00
scrawl
2e9985c1a3 Change all AI packages (except AiActivate) to use ActorIds
More robust in case the target changes cell or there are multiple targets with the same RefId
2014-05-15 09:54:10 +02:00
Thomas
10a5bb9464 Made code a bit more standardized and added a good bit of documentation. 2014-04-29 23:40:59 -04:00
mrcheko
22cdb166f2 warning fix, vars renaming 2014-04-27 22:38:04 +04:00
mrcheko
6a3dddfb9a merge master 2014-04-27 13:49:31 +04:00
mrcheko
f3626adc86 remake of z-moving in combat for flying/swimming enemies 2014-04-26 00:20:55 +04:00
mrcheko
f811abb752 pathgrid shortcutting extended 2014-04-20 20:35:07 +04:00
cc9cii
3dfd08cf2d Cleanup and little tweaking. 2014-04-20 08:31:02 +10:00
cc9cii
479a94b35d Backing off closed doors working, needs cleanup and tweaking. 2014-04-20 08:14:54 +10:00
scrawl
39d86a9468 Improvements to smooth NPC steering 2014-01-31 04:43:29 +01:00
mrcheko
339399f8b1 bug fix/logic fix/future suggestion 2014-01-19 22:09:51 +02:00
mrcheko
46a4790cb1 final warnings removal 2014-01-17 20:33:49 +02:00
mrcheko
f2ad1c18f2 fix merging problem/some logic fixes 2014-01-16 22:24:05 +02:00
mrcheko
d5f794d4fb update to combat ai behaviour 2014-01-15 22:56:55 +02:00
Sergey Shambir
5c7e39a92f Implemented script commands StartCombat, StopCombat, GetTarget.
Also renamed one field of AIWander class because it's not longer
unknown.
2014-01-07 04:43:06 +04:00
gus
4559e932ae AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState 2013-11-18 12:33:09 +01:00
gus
683b8d77dd build fix (thanks travis) 2013-10-31 11:02:26 +01:00
gus
2a927f65d3 perfomances optimisations (pathfinding is computed less often, max 4 times per sec) 2013-10-30 20:52:23 +01:00
gus
650a112e2e better timer 2013-10-30 20:42:50 +01:00
gus
1ac3d99c78 pathfinding now works in AICombat. 2013-10-07 10:20:02 +02:00
gus
83a375b55d AI now continue to hit you.
TODO: change the way time is handled
2013-09-28 21:17:06 +02:00
gus
9353f4d14f WIP AI combat 2013-09-25 18:01:36 +02:00